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Posts by poLemin

  • What shadows in CSGO maps are intentionally placed for visibility/gameplay purposes

    • poLemin
    • December 15, 2016 at 3:09 PM
    Quote from Bevielis

    23 minutes ago, Bevielis said: Lighting and in turn shadows are placed to first of all look aesthetic with the environment they light up. This is the first time I'm hearing of "intentionally placed shadows". Shadows all follow a single angle and so the idea that you would adjust the lighting in your level at a potential detrament to the visual quality to suit one specific spot is weird to say the least. I'm also pretty sure that you determine whether or not you're seen from a certain position by, well... not being able to see that position yourself. No offence, just seems like you made up this entire concept yourself.

    I have to disagree. It is not unusual to use light and respectively shadows to emphasize or enhance gameplay. Light is not just an artistic element to make things look nice. There are several spots in maps, that were intentionally lit to guide the player or help them distinguish other players from the environment.

    Same goes for shadows. You can guide players very well with shadows. One of the most proving games for this are the original Thief games. To be fair, shadow also has a gameplay impact in this one tho. When it comes to CSGO, I don't believe there is a lot places where shadows were put intentionally, since it is a very competitive environment and shadows can be confused with player characters.

    Shadow-spacing is definitely a concept that exists and is not made up by Luis, however, it's use in CSGO barely seems applicable. Could be interesting to investigate tho! I would not count it out that easily.

  • Day of Infamy Mapping Contest WIP Thread

    • poLemin
    • December 13, 2016 at 6:26 PM

    Alright guys, wrapping things up. Last set of Screenshots before the submission:

    [Blocked Image: http://i.imgur.com/0x74vBd.jpg]

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

    [Blocked Image: http://i.imgur.com/sPtbs7p.jpg]

  • Day of Infamy Mapping Contest WIP Thread

    • poLemin
    • December 6, 2016 at 4:09 PM

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

    Trying to nail down the architecture

  • Day of Infamy Map Contest Update: Deadline Extension, Regular Testing

    • poLemin
    • November 20, 2016 at 12:10 PM

    Updated my map with mostly visual imrovements!

    Looking forward to the test!

  • Day of Infamy Mapping Contest Discussion

    • poLemin
    • November 18, 2016 at 3:09 PM

    Did you use the carve tool while creating this building? If so, Radu's suggestion might be a good one :/

  • Day of Infamy Map Contest Update: Deadline Extension, Regular Testing

    • poLemin
    • November 17, 2016 at 3:08 PM

    @Xanthi, until what point should we make sure to have our map updated to guarantee it being uploaded to the server on time for the playtest?

  • Day of Infamy Map Contest Update: Deadline Extension, Regular Testing

    • poLemin
    • November 14, 2016 at 6:11 PM

    The prize pool already is pretty high compared to other competitions like that. I don't think that is appropriate. The competition should just stick to it's detail through it's course.

  • Day of Infamy Map Contest Update: Deadline Extension, Regular Testing

    • poLemin
    • November 14, 2016 at 4:34 PM

    I agree with @Terri

    I deliberately cut down on features to meet the deadline. Now I'd have to scrap quite a chunk of Level Art to adapt and improve the Level Design at this state. I find this (massive) extension unfair to people with proper time management.

    Anyways, thanks for the heads-up and especially for the regular playtests that will happen from now on. This will be of great help to everyone who participates.

  • Day of Infamy Mapping Contest WIP Thread

    • poLemin
    • November 11, 2016 at 4:25 PM

    Slowly progressing:

    https://cdn.knightlab.com/libs/juxtapose…03-0edaf8f81e27

  • Follow up stream and playtest of contest maps

    • poLemin
    • November 8, 2016 at 6:53 PM
    Quote from Xanthi

    2 minutes ago, Xanthi said: @poLemin Thanks for the update, but just to be clear, your map is the same item as the one currently on the playlist correct? Because if so, we won't need to take the item you linked and do anything, it should just automatically update.

    It is the exact same. Same filename, same workshop item. I just posted it again to make sure since you asked for a heads-up in the original post.

  • Metz [Offensive]

    • poLemin
    • November 8, 2016 at 6:00 PM

    First iteration of trying to fix the first zone:

    Added a barn for a frontal push approach and more cover on both of the flanks

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

    Added a flanking possibility for the top floor of Objective A

    [Blocked Image: http://i.imgur.com/GllkPM1.jpg]

    The map on the workshop has been updated and will hopefully be updated on the public servers aswell: http://steamcommunity.com/sharedfiles/fi…s/?id=792840174

    Cheers

  • Follow up stream and playtest of contest maps

    • poLemin
    • November 8, 2016 at 4:08 PM

    I'd like to have my map updated, since I restructured the first zone quite a bit:

    http://steamcommunity.com/sharedfiles/fi…s/?id=792840174

    Thanks a lot!

  • Follow up stream and playtest of contest maps

    • poLemin
    • November 7, 2016 at 6:36 PM

    To the attention of @mr_ah_clem!

    Great opportunity! I can only encourage everyone who has not uploaded their level so far to do so. It's a great way to collect valuable feedback!

  • Metz [Offensive]

    • poLemin
    • November 7, 2016 at 6:34 PM
    Quote from Christian H

    1 hour ago, Christian H said: Played this yesterday and had a lot of fun - it's obviously still in the early stages but I have a good feeling about the layout. The field that the allies approach from has a very epic feel to it, as does the whole map in general.

    Only thing that feels is a little off is that some of the areas just feel a little too big and far apart, but I think that's something that will be solved as you add more detail and cover to the streets.

    Thanks for the feedback. Currently the open field at the start is very unbalanced unfortunately. Axis can wipe a lot of players by a cleverly placed artillery strike. The approach to A is way too hard, but i am already working on it! The streets and open areas are something that I haven't touched yet since I focused on creating the side routes through the buildings. Therefore a lot of cover is missing of course.

    Quote from okaycomputer

    57 minutes ago, okaycomputer said: germans definitely need more exits from their last spawn outside C. too easy for americans to get into C and just camp their one exit

    Absolutely. I was in quite a rush towards the deadline of the playtest submission. Therefore I just put the necessary things there and aimed for feedback for Objective A and B first. This issue will be addressed in the future. Thanks for pointing out!

  • Erdbeere (working title)

    • poLemin
    • November 7, 2016 at 5:04 PM
    Quote from Christian H

    1 minute ago, Christian H said: Much of my original inspiration and reference materials were from here: https://en.wikipedia.org/wiki/Strawbery_Banke

    (the map setting is a fictional german invasion of the east coast of the US)

    The name is an homage to that. I looked up the German word for strawberry and it sounded like a cool word - Having said that, I haven't ruled out changing the name, and input from a native german speaker is helpful :) Does it sound too silly?

    I see! Wasn't aware of that.

    Unfortunately "Erdbeere" sounds really odd for this setting. BUT that is not necessarily bad. German speaking people are definitely not the majority of players in DoI and for those who are, a name like that might be memorable ;) I won't suggest you to change the name, I just wanted to check up wether you know what "Erdbeere" means. People can come across a lot of weird translations on the internet :P

  • Day of Infamy Mapping Contest Discussion

    • poLemin
    • November 7, 2016 at 4:19 PM
    Quote from mr_ah_clem

    13 minutes ago, mr_ah_clem said: Thaks

    Oh crap I forgot to post the link and game mode info here. Closing the barn door after the horse is out, here goes;

    http://steamcommunity.com/sharedfiles/fi…s/?id=793007315

    Offensive mode only for now.

    Maybe there will be a refresh of the server maps and I can get in. My own fault. Damn.

    Wrong thread again :P

  • Erdbeere (working title)

    • poLemin
    • November 7, 2016 at 10:30 AM

    Unfortunately I did not get to play this map, but I have a question. What is the reason for naming it Erdbeere? As a native German speaker, it feels very odd to me to call a level set in WW2 "strawberry" :D

  • Day of Infamy Mapping Contest Discussion

    • poLemin
    • November 7, 2016 at 7:19 AM
    Quote from mr_ah_clem

    4 hours ago, mr_ah_clem said: My map is running but not on the test server. Not sure why its not on the test servers now. Awful lot of effort here guys. I'm continuing to update anyway. Sure would like the exposure for feedback.

    Probably because you didn't sign up in this thread:

  • Sign up to playtest your contest maps!

    • poLemin
    • November 6, 2016 at 4:37 PM

    Phew, compile finished just in time. Fixed some issues mentioned by players on the public servers. Unfortunately I only had time for a low quality compile. It's not pretty, but playable!

  • Sign up to playtest your contest maps!

    • poLemin
    • November 3, 2016 at 10:10 PM
    Quote from Christian H

    9 minutes ago, Christian H said: I must be missing something.. how do I actually add something to Steam Workshop?? I don't see an option anywhere. Can anyone point to a good tutorial?

    I was looking for that option for more than an hour today. It's within the game client! Main menu and in the top it says "Workshop"

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