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  3. kinggambit

Posts by kinggambit

  • How to make glass shatter like in cs_office?

    • kinggambit
    • April 23, 2014 at 10:21 AM
    Quote from cincinnati

    pretty much everything about how to work with hammer/source has been etched into the walls of the internet for years now. if you have an issue, trial and error (complemented by searching) is faster than waiting for replies on forums, and you learn more about how things work, which will help with other questions down the line.


    https://developer.valvesoftware.com/wiki/Main_Page is a godsend! Also, TopHattWaffle and 3kliksphillip on youtube have an array of useful Hammer tutorials on most things (and they're really concise and knowledgeable instructors).

  • [TF2] - ctf_TheDamned WIP

    • kinggambit
    • April 23, 2014 at 10:04 AM

    I'm justa newbie so take my words with a grain of salt. I agree with most of the critiques though.


    Layout (particularly at mid) too simple/choked: It seems like 3 routes connected from red to blu bases all in flat straight lines and the routes are a bit exposed to each other.


    Maybe it's the bases' facades that are the issue for the mid layout. Typically, I tried to cater to each class (i.e. a secluded/elevated safe sniper nest, positions/routes for scouts/soldiers/demos to boost up to, viable cover for pyros/spies, good positions for sentries behind the chokepoints).


    This is just an idea but maybe you can somehow implement some water in your dam as a playable part of the map. Not only would it help break up the plain mid layout and also give the map more aesthetic identity as a dam. Non-pyros would surely appreciate areas to extinguish fires

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • April 22, 2014 at 2:57 AM

    oish I've been slacking. Added some models and refined layout for de_fracture:


    A (closet-side):

    [Blocked Image: http://i.imgur.com/8Z51kBM.jpg]

    A (site-side):

    [Blocked Image: http://i.imgur.com/RW8XFyR.jpg]


    Mid:

    [Blocked Image: http://i.imgur.com/iS7AUz6.jpg]


    B (now featuring 3 surfing spots!):

    [Blocked Image: http://i.imgur.com/rDiN9Xz.jpg]

  • [CS GO] de_medieval (wip)

    • kinggambit
    • April 18, 2014 at 11:16 PM

    Agreed with hollowpoint, it might throw a bit of a wrench in the flow but I think it boils down to preference. It's understandable that players want to feel like they can move around the map smoothly but the last pic isn't that bad. It's still way better than the haystack jump to crack window on de_inferno anyway.

  • MapCore CS:GO Playtesting 4.0

    • kinggambit
    • April 13, 2014 at 3:46 AM

    I'd like to test out my updated map for DE_Fracture for the closest available slot (24.04.14?)

  • DE_Theos By Vinneri

    • kinggambit
    • April 9, 2014 at 3:39 AM

    The general layout felt great! I think A could have cleaner cover (as both CT and T taking A site, it was a bit difficult to lock onto enemies) but the sites had nice unique feel. Maybe B could use more room but that's forgivable IMO.


    I'm not sure if these positions were intentional but I'll list some really hard angles:

    -Ct spawn to heaven/sniper nest at A (you have to check both left and above)

    -As CT pushing A tunnels, when you go up the ramp, you are exposed from a lot of angles (above and left and right and from outside A tun).

    -As CT at A (above bomb site), you can see the passage with the rugs (you see T's feet and legs before they see you)

    -The dark staircase next to T window needs to be clipped more in my opinion. It's misleading and I also managed to catch a couple of CT's off guard by hiding there >


    I have 2 main criticisms: Cleaning up a bit and more cohesive environment art.


    1. Cleaning up: I'm not sure if this map is optimized but I had FPS drops. There were quite a lot of props scattered around the map and some of them felt unnecessary i.e. the haystack area would drop my fps.


    2. Cohesive environment: a lot of props and textures varied a lot. There would be old-village "stone/wood" areas but the doors would be modern and new and there would be industrial objects. Just as an idea, you could try making the residential areas something like this:

    [Blocked Image: https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcTBpnx8Y0CTuzr19nbanEPihfZ60FS-hS4y4TcATQF7_70CRBAp][Blocked Image: https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcSICjc8Ee7GINCd4NNXk9OWTjcIMgns9rupYZNuUTX1EyPrf4NT]


    Another examplke is that instead of pine trees, you could use palm trees instead to help build that sub-tropical cuban atmosphere.

  • [CS GO] de_medieval (wip)

    • kinggambit
    • April 6, 2014 at 10:34 PM

    Ya during playtest, we discovered a way onto the roofs (that bridge area from near t spawn that crosses mid.

    You should also clip off the well hole at one of the sites as you cant get in there.


    B (or the bombsite that's indoors) could use some refinement; the corridors are really tight and the angles were pretty CT-sided.

  • Hammered to the Max E-Book coming soon

    • kinggambit
    • April 6, 2014 at 7:02 PM

    [Blocked Image: http://brafootball.files.wordpress.com/2012/12/b221705160-2.gif]

    3ds max newbies REJOICE!

  • What have you purchased recently?

    • kinggambit
    • April 5, 2014 at 10:24 AM

    Gasoline for my car.

    I'm poor.

  • Streaming while I work on HL2 Map! Come and watch :)

    • kinggambit
    • April 5, 2014 at 4:23 AM

    Mapcore should have a google hangout thread like polycount. map n' chat!

  • de_fracture feedback/comments

    • kinggambit
    • April 4, 2014 at 4:04 AM
    Quote

    B

    -Lower water + light change

    -Wider walls

    -Bigger/open B

    Sounds good! Do you mean "wider wall" as in making the train tracks a "hallway"? (shown in picture below):

    [Blocked Image: http://i.imgur.com/xmVcMJC.jpg]


    Quote

    CT spawn ladder

    -Change to ramp

    Already did when you suggested it.

    [Blocked Image: http://i.imgur.com/JxKauex.jpg]


    Quote

    CT window mid

    -Make stairway to window

    -clip off pit

    -Cover bigger

    -Close off gap

    -Bigger cover

    Display More

    Ah I want to keep the layout for this one (at least for now). The big canyon pit is a deliberate decision as a centerpiece (main theme/name of map); I completely agree that losing bomb/weapons is really annoying. Though I initially planned to design this map for competitive play, I wanted to prioritize a fun unique experience first. I understand this might break my map, but my main goal for de_fracture is to encourage newer and casual players to learn mechanics and tactics (i.e. surf, long jump, bunny hop, tactical grenades, team boosting).


    I agree with your colored diagram though;

    -I wanted a fun place for people to knife at the red area but I agree it's better to just make it cleaner.

    -Yes, I am planning on changing the pink blocks into bigger props since they are just place holders for now.

    -I modeled bigger cover as you suggested; Ct's cant see T's, T's can't peak through the side either.


    Quote

    Container

    -too dark

    Fixed.


    Quote

    CT mid vent

    -unnecessary

    Though I agree that it's clunky, I noticed that CT's rotating from B to A through mid takes waaay too long and is too risky (exposed from T sewers/T mid, CT window, Stairway).

    I need a way for CT's to safely and quickly go to upper mid.

    I will keep this in mind though; if future play testing shows that it's not needed, I will definitely remove it.


    Quote

    T-side A entrance

    -new route from cargo to A

    I will hold back on this for now as I think it'd be too much of a change in positional strength; CT's would easily rotate between A and mid (if CT at mid calls mid rush, there's too much freedom for CT at A to rotate mid, then fall back to guard A again).

    The ledge in your picture is intended for T's to boost over, serving a "second route".


    Annnnd last, I think you will be happy with a lot of the clean up I did in some areas (Ehhh, I agree I will probably have to raise the roof for A site. I'm still not too happy with A):

    http://imgur.com/a/Fw2S1

  • de_fracture feedback/comments

    • kinggambit
    • April 2, 2014 at 4:17 AM

    Vinneri:

    Quote

    yes, I'll definitely be fixing a lot of those.


    -CT window at mid smaller (I might have to play with this one to get it to work)

    -adding some cover for T's at long A (canal) and readjusting stairs to make it easier for T's

    -Can you specify which claustrophobic areas?

    1. I agree I will have to make a simpler vent for the ladder at mid. Seems to confuse a lot of people.
    2. I will try to open up the bomb sites; I'm not sure how I can with B though because there's no room to work with without exposing the site to the upper B area (train tracks) which is too strong for T's.
    3. I will leave the containers alone for now. Will change upon further testing.

    -I know, B is ehhh. Like I said, no room

    -more cover for T's mid EDIT: actually, though I'm planning on adding a bit of cover, I'm going to hold back on this for now; one of my concerns is that a T camping T mid has too much vision to pick off rotating CT's. Also, I want to force T's to push their way up mid instead of sitting back.


    As for mid, I will take into consideration removing the path between the gap, but I want to test it out more before I make that decision (I designed the path so that T's could boost over for fun tactics toward A like you suggested).

    Display More


    El Moroes:

    Quote

    Yeah, haha sorry about the textures, extra details, and dark spots and no radar (and that "WAAAAH" sound).

    This is my first serious map so I am a total noob to the testing process.


    -I'm changing props (i.e. fences) to make the environment cleaner to the player and removing unnecessary props/brushes.


    -"white light in a bend on my left - I followed it and it was a blocked passage" Was it T-spawn to A? I'll definitely use the lights sparingly. Thanks!


    I'll be sure to visgroup the unnecessary func_details for next playtest.

    Display More


    HOOO BABY. I got a big checklist to work on! Time to clean up mah map! Thanks again for feedback!

  • de_fracture feedback/comments

    • kinggambit
    • April 1, 2014 at 10:00 PM

    Thought I'd keep a small thread for feedback as well as any comments/ideas for my current map project, de_fracture (workshop)


    Quote

    UPDATE:25-4-2014

    Thanks for play testing my map again everyone. I'll be sure to pack the radar correctly next time.

    I tried to remember all the suggestions but if I haven't listed them below, feel free to post your ideas/criticisms:

    • Some suggested I open up the doorway at B hall to mid. I will test it out for my next build but 2 things I worry about is that:
    1. CT's can exploit flanks to mid too easily by rushing B hall.
    2. The new balcony too strong of a position/might promote camping.
    3. It might make CT rotations from B to A through mid harder if a T is guarding there.
    • (Ambient) lighting needs to be brighter (some dark areas)
    • Remove "BEEEEEEEEEAAAAAAAAAAAP" sound
    • Apply clear/cheap water texture at B
    Display More


    Gallery


    Mid:

    [Blocked Image: http://i.imgur.com/mlmxCcD.jpg]


    A site:

    [Blocked Image: http://i.imgur.com/8Z51kBM.jpg]


    [Blocked Image: http://i.imgur.com/RW8XFyR.jpg]

    B site:


    [Blocked Image: http://i.imgur.com/rDiN9Xz.jpg]


    [Blocked Image: http://i.imgur.com/BtTbSi1.jpg]


    [Blocked Image: http://i.imgur.com/sMILoo1.jpg]


    Long A:

    [Blocked Image: http://i.imgur.com/CxrnI4t.jpg]


    B Hall:

    [Blocked Image: http://i.imgur.com/tAtbTXc.jpg]


    Overview (T @ top, CT @ bottom, A @ right, B @ left)

    [Blocked Image: http://cloud-4.steampowered.com/ugc/3318332566180876836/599F0D8C0935825E2C47A40532D5CAA0C93FBB5D/]

  • designers / devs: important skills you can't learn from tutorials?

    • kinggambit
    • March 29, 2014 at 3:31 AM

    I'm just an aspiring student (self-taught) but whenever I ask for advice from professionals, it always boils down to:

    1) create a solid portfolio

    2) make good contacts (communication skills).


    I think discipline's the big obstacle for students though. Whenever I talk to people who went to game art school, they tell me how the majority of students never make it because they aren't disciplined/passionate enough.


    Quote from Campaignjunkie

    - WHAT HELPS YOU DESIGN THINGS / MAKE STUFF?


    Technical or motivational?

  • MapCore CS:GO Playtesting 3.0

    • kinggambit
    • March 26, 2014 at 6:40 AM

    Before I ask for a slot, is it ok if I test my map again? (I tested it a month or so ago)

    I don't want to take up other mappers' slots if they need it.

  • [CS:GO] De_Whatever (Name TBD)

    • kinggambit
    • March 26, 2014 at 6:23 AM

    Do you know how many of your videos I've watched Tophattwaffle?! I fell asleep to your soothing voice at my computer desk countless times /endcreepyvibe


    Anyway, it's hard to gauge the balance and flow of the map without playtest. I notice that a lot of newer counter-strike mappers tend to make their maps a bit too convoluted with routes. Yours doesn't seem too bad though.


    YEZ JOIN US PLAYTESTERS! ONE OF US. ONE OF US.

  • WIP in WIP, post your level screenshots!

    • kinggambit
    • March 26, 2014 at 6:02 AM

    Eesh I've been slacking. Thought I'd post some pics for my map de_fracture to make me more accountable. Map is designed to encourage newer players to learn mechanics like long jump, bhop, surfing, and boosting! Not so much catered for competitive play but I made the decision to prioritize fun.


    EDIT: Feel free to post some suggestions/advice since I haven't really tested the map for balance yet.

    [Blocked Image: http://i.imgur.com/2GYIm3u.jpg]


    MID: [Blocked Image: http://i.imgur.com/ThUnAFM.jpg]

    A site: [Blocked Image: http://i.imgur.com/6KxN4jA.jpg]

    B site (from above):

    [Blocked Image: http://i.imgur.com/qXTjNE8.jpg]

    B site (from below):

    [Blocked Image: http://i.imgur.com/ClLnB9B.jpg]

  • [CS:GO] de_unnamed (WIP)

    • kinggambit
    • March 22, 2014 at 5:04 PM

    I think the most useful tip would be to simplify the layout i.e. Is there a reason why T's have 2 routes that lead to the same A entrance?


    Also, unless it's part of the theme of the map to have narrow alleyways everywhere, I think having some open space would gie it less of a rat-maze feel. I'd also suggest adding some verticality (I know it's just a block out though).


    Just my 2 cents though.

  • DE_CROWN wip by FMPONE and Volcano

    • kinggambit
    • March 21, 2014 at 5:16 AM

    I really like that FMPONE committed to prioritizing gameplay. It really shows when you look around the map!


    One of the of dilemmas I've always had is trying to make things too realistic (i.e. there's no rational reason for a ledge at SNIPER, or seemingly random walls at B). Had a chance to go through the map. You really see all the deliberate thought put into the layout.


    Not trying to flatter the creators, but this genuinely is the first community map for CSGO that I think deserves to become an official map.

  • [CS:GO] - de_paciscor

    • kinggambit
    • March 21, 2014 at 4:20 AM

    Nice! It's really well fleshed out.


    If you don't mind some criticism, the map lacks a bit of identity. Not sure if it's because I'm used to seeing all the same stock props and textures or because there wasn't as clear of a theme of a construction zone. Just my newbie opinion though.


    Picture 4 (T spawn) has a plain building wall and no details on roof or windows which could use a bit more detailing but good job nonetheless!

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