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Posts by soultron

  • Mirrors Edge Catalyst

    • soultron
    • April 15, 2016 at 4:41 PM

    You're not alone -- I'm also incredibly hyped! I'm also really jealous of the people who get to work on this game. Not only does it look fantastic, it also seems like a level design dream job. The first game had its issues but it's still one of my favourite games of all time. Really excited for this one!

  • Case Study: Dark Souls 3's Tutorial & Attempts At Increasing Accessibility

    • soultron
    • April 15, 2016 at 3:59 PM

    [Blocked Image: https://i.imgur.com/a6fDPCl.png] We've all had moments where we play a section of a game, and just sit back, saying to ourselves, "damn, that was really well designed!" I recently had that kind of moment after completing the tutorial in Dark Souls 3. I enjoyed it so much that I replayed it 3 or 4 times from the beginning, screencapping as much as possible, and attempting to understand what the designers attempted to do and why it worked out so well. I wrote a lengthy post about it, especially after having been inspired by the Push & Pull series that was recently featured on Mapcore. You can find the post here: http://www.panecasio.com/blog/2016/4/13…cemetery-of-ash I'll forewarn you by saying this is a really long read, but I littered it with illustrative screenshots, so I hope it's not too dry. (I still think I need an editor!) Interested in hearing what my fellow design-minded people think of the the tutorial in Dark Souls 3, if you've played it. PS: yes, @cashed, I am finally done writing this and am going to work on my CS map again.

  • CS:GO Workshop: Weapon Finishes

    • soultron
    • August 5, 2015 at 11:43 AM

    Here's my newest stupid gun. It's corny but I had fun trying to take this idea from concept to reality.
    Glock-18 | 8-Baller


    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/634231955683454718/FE4432923EF1B793F7EBE0171F9FD7F8BF69713D/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/634231955683454733/F4C224B57B83181B90EB002620C65D5422320379/]

  • CS:GO Workshop: Weapon Finishes

    • soultron
    • July 28, 2015 at 7:37 AM

    Tried to make a set this time. 9 skins.

    The COPPER KOI Set:

    AWP | Copper Koi
    [Blocked Image: http://i.imgur.com/63A3nS2.jpg]

    Five-SeveN | Copper Koi
    [Blocked Image: http://i.imgur.com/iAHPgNC.jpg]

    Glock-18 | Copper Koi
    [Blocked Image: http://i.imgur.com/I423hnS.jpg]

    Tec-9 | Copper Koi
    [Blocked Image: http://i.imgur.com/AiVSkfU.jpg]

    Galil AR | Copper Koi
    [Blocked Image: http://i.imgur.com/zb9UnjB.jpg]

    Negev | Copper Koi
    [Blocked Image: http://i.imgur.com/sj28bIv.jpg]

    Mac-10 | Copper Koi
    [Blocked Image: http://i.imgur.com/sK1fgMh.jpg]

    Nova | Copper Koi
    [Blocked Image: http://i.imgur.com/dl5d2bG.jpg]

    XM1014 | Copper Koi
    [Blocked Image: http://i.imgur.com/ChYFanw.jpg]

  • [CS:GO] de_highlands (WIP)

    • soultron
    • July 22, 2015 at 3:56 PM
    Quote from Vaya

    http://steamcommunity.com/market/listings/730/Sticker | Windy Walking Club


    regarding the flag- this is in the game just now

    Good point! It's so cleverly disguised! (It's a really solid piece of graphic design, too.)

  • [CS:GO] de_highlands (WIP)

    • soultron
    • July 22, 2015 at 3:53 PM
    Quote from 3Dnj

    I don't know, we didn't think about it as there is an italian flag in cs_italy. Also they took marquis with a perfect reproduction of the tour eiffel wich is probably more iconic than the french flag

    Ah. Might be worth mailing/getting in touch with someone at Valve on this question. Wouldn't want something silly like that stop you guys from being considered. (Although they'll probably contact you to sort the issue -- if it's actually an issue -- if they want the map, I'm guessing.)

  • [CSGO] de_gallery

    • soultron
    • July 22, 2015 at 3:47 PM

    This might be a dumb question: the skylight-style glass fixtures on the A site floor are bulletproof, correct?

    Really liking the look so far, and your organic shapes are very nice. Going to study the top down a bit more now.

    EDIT:
    Initial thoughts on bombsites is that they might have too many entrances. Also, it's tough to gauge how much cover will be at the sites: will you add props (actual gallery art pieces!? :D) to act as cover or more structural elements?

    Mid looks like it's very long, so AWPers will have some battles there. Any covers going to be added in the middle of the Mid stretch?

  • [CS:GO] de_highlands (WIP)

    • soultron
    • July 22, 2015 at 3:42 PM

    Holy crap, this map is looking fantastic so far. It actually looks readable (player models will contrast well against the environ/geo), which is an issue with some maps in the early stages of detailing.

    Layout also looks very interesting. I'm eager to try this map out.

    A thing to ponder: will having the Scottish flag prop present limit the chances of it being accepted into an Op? I think Valve is kind of cagey about accepting content with any national iconography on it; they've mentioned they won't accept weapon skins with flags on them, as an example. Trying to think if any maps that Valve has developed or accepted into the Ops have flags in them.

  • [WIP] de_plateau

    • soultron
    • July 16, 2015 at 10:18 PM

    Is there any way you can hide your ceiling brushes on your radar/topdown?

    Really hard to get a sense of the layout right now.

    Also, architecturally, some of the staircases/ramps at A site feel oddly long with the angle/rise so shallow. There also seems to be a lack of placeholder cover at A right now, is this intentional? B, by comparison (had to work to find out which screen was B site) has a lot more cover.

  • de_worksite [New Update / 30.08.15]

    • soultron
    • July 15, 2015 at 3:48 PM

    I'll say this about the spawn proximities with respect to grenades: unless you have physical blockers above player height (think Overpass), players are going to hate if they throw grenades and have invisible collision knock them down or impede throw arcs in anyway.

    Come up with a strong tangible, physical justification (props, structural elements, etc.) or really take a long hard think about increasing the distance between spawns somehow.

    Also, I still think you should be in grayblock (instead of detailing, even with placeholder stuff) since there are issues with layout that could require major changes, but that's just my opinion. It probably doesn't matter much now since you're committed, saying that you're "pretty far into development."

    About the name: if you were to develop a stronger narrative reason the Ts want to bomb these sites (maybe one of the sites is a monument being erected that honours a corrupt politician or military general who committed warcrimes, for example) it'd be very easy to come up with a better name as a result. Honestly, I feel that bombing a construction site on the ground feels a bit weak, from a narrative and setting standpoint right now. de_vertigo did your exact concept, but because they staged their level on the top section of a skyscraper that was under construction, the name "vertigo" naturally came about. Just some stuff to consider. You don't have to do exotic stuff like make your construction site above ground, but you could alter small elements, like what is actually being built here and why someone would want to risk their life to bomb it to both provide inspiration for exotic props/depictions and a better name.

    Hope this helps.

  • de_worksite [New Update / 30.08.15]

    • soultron
    • July 14, 2015 at 6:00 PM

    Can you update the radar to show hard walls and any entrances to sites? It's a bit hard to get a sense of exactly where entrances are from the topdown you have right now.

  • de_Xuhsh's Crossing

    • soultron
    • July 14, 2015 at 4:08 PM

    The concept is novel, but having too much overlapping playable space can be a bad thing -- but only because of CS's horrible audio system, especially when it comes to Z-axis sound separation. For comparison's sake, Mist was a great map (I thought, at least!), but it really suffered because of this.

    Faking plants and resulting (premature?) rotates would be really frustrating on this map because of the overlapping sites, IMO. I think being able to jump down to B from A also really breaks the general rule of CS bombsites having 2-3 entrances.

    I think that if you were to remove one of the bombsites and reduce the outer bounds (move the spawns in, essentially), this could make for a fantastic Demolition mode map.

  • CS:GO Demolition Map

    • soultron
    • July 13, 2015 at 7:25 PM

    Yeah, it'd be really nice to have a topdown, even if it's a demolition map.

  • Counter-Strike: Global Offensive

    • soultron
    • May 20, 2015 at 3:31 PM

    Mapcore is running a mapping contest and the winner gets a guaranteed spot in the next, next Op?

    Do I win something for my non-scientific guesswork?!

  • CS:GO Workshop: Weapon Finishes

    • soultron
    • February 26, 2015 at 6:13 PM
    Quote from jackophant

    I am new to skinning the weapons, and I posted 1 skin as a test to use the workshop more than anything else. I had 6 comments all of which were:


    Not only that, but unless they changed it, the thumbnail image you uploaded your skin with was fixed, so updating the skin is not going to attract more people.

    Hey Jack,

    You can edit your preview screenshot if you go through "workshop_publish" in console. It allows you to edit the files and screenshot for anything you've already published.

    This means you can even take feedback on a skin, change it, and then reupload the targa, VTF, and/or text file. You can change the preview image in the same way.

    [Blocked Image: http://i.imgur.com/UDFhj3g.jpg]

    [Blocked Image: http://i.imgur.com/B5D2sve.jpg]

    [Blocked Image: http://i.imgur.com/2VaMr8d.jpg]

    Hope this helps anyone who is in need!

  • CS:GO Workshop: Weapon Finishes

    • soultron
    • February 6, 2015 at 3:21 PM

    Shout out to lonegreeble, my MP7 brother!

    I figured I'd give the MP7 a go too since it seems to be low on love.

    MP7 | SWIFT[Blocked Image: http://cloud-2.steamusercontent.com/ugc/35236808060194268/0C4B23635A8185B0E05C78117A98A8290AC33499/]

  • CS:GO Workshop: Weapon Finishes

    • soultron
    • February 1, 2015 at 4:53 AM
    Quote from jackophant

    If you can sit down and have a proper think about how the theme should work (triggers and bolts are a certain colour, the main streak of colour should have this direction, etc), an algorithm to apply the style to a gun if you will. Applying that process to each gun will be a lot easier than looking at a fresh gun and thinking "how can i make this look the same"

    Yeah, it's just really a question of time. I might put more time into it tomorrow, since I should have a day's worth to work on it!


    Quote from Mvllsk

    So I had this idea for a pattern and created this within half an hour in Photoshop.

    I wanted to hear your guys opinion about it first before doing a proper pattern with more detail

    "Constellation"


    Pattern here: https://i.imgur.com/3AUo0t0.jpg

    That's a great idea! I'd say work a bit of colour into it if possible, that way the variation can make some interesting results, like a galaxy (with cool colours) over the slide grips or near the shell ejection window. (I don't know lots of gun part names, sorry!)

    I'd just make sure that you don't have any details close to the edge of the texture since it appears you're doing a patina style, and for that you want something that tiles nicely. Sorry if I'm captain obvious'ing here!

    Made a super quick Tec-9 patina tonight since the C9/Mythic match wasn't being streamed from ClutchCon.


    Tec-9 | Summit Apex[Blocked Image: http://cloud-4.steamusercontent.com/ugc/3523626556…5C2420BB7FE6CB/]

  • What I'm Working On

    • soultron
    • January 29, 2015 at 2:36 PM

    Downloaded, I will try to find some time to check out the greybox today.

  • CS:GO Workshop: Weapon Finishes

    • soultron
    • January 28, 2015 at 6:36 AM

    Thanks, jacko! I'm trying to find the time to finish it, but custom paint jobs (even simple ones, like mine) take a tonne of time and I'm busy with work right now.

    Trying to focus on easier stuff right now, like patina-style finishes since you can really quickly create a 2048x2048 pattern and apply it to multiple guns to see if they work.

    Did another one tonight.

    Glock-18 | Orange Soda Patina[Blocked Image: http://cloud-4.steamusercontent.com/ugc/35236175604906004/899C3931E608A850E67920AE1C3CCF66FE12430B/]

  • CS:GO Workshop: Weapon Finishes

    • soultron
    • January 26, 2015 at 8:07 AM

    Wanted to learn basics of using the Patina-style finish and also how to upload .gifs to my Workshop pages. Worked on this for a little under an hour. Glock-18 | Sector Patina

    Quote

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110007257085210/ADAFE4433721CA1D82227C22F30A336D6413BF2D/][Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110007257085192/F2768D4C2C9FC2D63405507A1FB82B8888E94529/]

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