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  3. JorisCeoen

Posts by JorisCeoen

  • WIP in WIP, post your level screenshots!

    • JorisCeoen
    • August 21, 2020 at 10:48 AM
    Quote from Jazer

    12 hours ago, Jazer said: WIP on doing true "skyboxes". A 3D skybox scales objects to about 4000x their size. With some work, cloud textures can be real objects in the game space. It would be very interesting to set up particle emitters that mimic clouds.

    But also expensive. Quite some Zombie Escape maps are doing this already, and it often takes a big dump on the FPS (though their usage is very sloppy, I don't think they optimize the particle emitters very well). Nice idea!

  • WIP in WIP, post your level screenshots!

    • JorisCeoen
    • August 15, 2020 at 1:11 PM
    Quote from Radu

    2 hours ago, Radu said: Images

    Wingman?

  • WIP in WIP, post your level screenshots!

    • JorisCeoen
    • August 11, 2020 at 4:29 PM

    Pretty great effect! I like it ? If you're willing to go space-theme, most of the Nuke textures can easily be recycled for crazy creative rework. Especially most of the shaders they're using give a great space-effect. Keep up the good work!

  • Basalt

    • JorisCeoen
    • August 6, 2020 at 11:37 AM

    I've lately been running around in this map, being in awe of the propwork that was made for conveying the atmosphere and natural setting. I just have got to say it: I think this map's visual quality has been criminally undermined. Surely, some minor interior work and certain white brushes are akwardly low-detail compared to the rest, but the cliffs with the detail props and the transparant grass is something I've actually been taking a close look at for the past week. It's rare for me to get so impressed and blown away by just a few models that I actually decompiled the map and some models to make sure I could understand just how the heck it was made. Only a professional modeler/mapper could possibly come up with such smart visual solutions, therefore wishing to applaud the team behind the design of this map.

    Thanks for bringing out this map, and for being a huge inspiration for my current project ?

  • [CSGO] Engage

    • JorisCeoen
    • August 3, 2020 at 1:59 PM

    I've ran around it yesterday, and again today just as I woke up. The map is just insane. I swear you have to be some sort of architect to design maps this sophisticated and beautiful ?

    Though, as much as I was blown away by the map as a whole, I just have one overall concern (right now anyways), which would be that running in the map with or without bots feels very overloaded/overdesigned. It's hard to describe properly, but it feels that at every inch of the map so much is going on at the same time in terms of visual information, that it feels quite heavy on the brain. For me, at least. I'm sure other people have less of an issue with this. It's one of the reasons I never queue for Nuke, because as much as I love that map and see it as one of the biggest Valve masterpieces, it's just too much visuals and I lose focus.

    However, compared to 98% of the workshop this map surpasses all boundaries, and equals only the best maps available right now. Congratulations!

  • Frostbite - Danger Zone

    • JorisCeoen
    • July 17, 2020 at 12:06 PM

    Is this a trend or are people gearing up winter-themed maps for a chance in the next 2020 operation ?? Michael just released his snowy Dagner Zone map like a few weeks back as well. It's actually surprisingly similar in visual appearance as well.

  • CS:GO Oil Platform Map Idea

    • JorisCeoen
    • July 9, 2020 at 10:07 AM

    I think there's a Wingman map that has a similar concept, you might want to check it out for some inspiration: Bell

  • [decompiled] dz_blacksite | dz_sirocco

    • JorisCeoen
    • July 8, 2020 at 4:25 PM
    Quote from Yanzl

    On 12/12/2018 at 8:33 PM, Yanzl said: That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too

    Yanzl, can you create those world space textures from the radar? In other words, does the radar form a 1:1 reference for the worldspace textures, or do you need to calculate the size in a different way?

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • JorisCeoen
    • July 6, 2020 at 9:27 PM

    Truth be told, and with all respect to all the judges, but my opinion is that it's too late at this point. Some valuable feedback could have been given for each map specifically, and it could have boosted some mappers' inspiration to continue. But months after the final declaration of the winners seems futile now. Sure, it could be informative to some extent, but I'm certain that a lot of mappers have moved on to other projects or other stuff instead. They might not even notice if a reply is being made in their thread. Good suggestion, but too late ?

  • WARNING: Model has 2-dimensional geometry

    • JorisCeoen
    • June 23, 2020 at 8:41 PM

    I realise this is sort of a 'necro' as the thread has been up for so long without reply, but in the unlikely event someone bumps in this thread looking for this error, it's simple: Your collision mesh has an element or part that is less than 0.5 inches thick. Make sure all part of your collision mesh are convex and aren't thinner than 0.5 inches in any direction. This error often happens when:

    • You have unsmoothed parts of the collision mesh. Select ALL parts of the mesh, and assign them a single smoothing group (for instance, assign all parts with smoothing group 1 and it's fixed).
    • You have any parts of the model that aren't convex. Make sure no parts of the mesh contains holes or isn't sealed.
    • You have a single polygon hidden under any of the parts that you might have missed. These are also not convex and thus won't work.
    • Sometimes this can even be a standalone vertex. Remove isolated vertices if you have any (in 3DS Max there's a function/button just to remove these specific type of vertices, don't know about Blender).

    Let us know if it was any of those errors. If anybody else comes across this error, make sure to check out this list.

  • WIP in WIP, post your level screenshots!

    • JorisCeoen
    • June 17, 2020 at 8:30 PM
    Quote from Corvus

    On 2/10/2020 at 4:11 PM, Corvus said: Nice images

    What engine is this?

  • Cumbre (Wingman)

    • JorisCeoen
    • June 13, 2020 at 12:24 PM
    Quote from Peake

    On 6/9/2020 at 3:33 PM, Peake said: where 2 rival cartel members plan to blow up the entrance to the bunker of their rivals.

    So, am I understanding this correctly that you have the intention to either:

    • Have CT's be the rival cartel members?
    • Have CT's defend a corrupt cartel organization?

    Just trying to figure out the plot in CS:GO lore ?

  • [Wingman] Paro

    • JorisCeoen
    • June 13, 2020 at 12:20 PM
    Quote from Roald

    On 6/9/2020 at 7:53 PM, Roald said: Tiger's Nest Temple (Taktshang)

    Hopefully you'll be able to nail this theme, because in the years I've been doing projects I've seen countless mappers come up with the proposition of designing that specific temple into CS:GO, and none of them ever made it anywhere ? However, since you've worked on Anubis I have no doubts this project will finally be able to put that inspiration to rest!

  • [CS:GO] surf_galaxy (Surf Galaxy)

    • JorisCeoen
    • June 6, 2020 at 9:08 AM

    As promised, here's the final announcement in case someone actually followed this thread. Today, at 1PM - EST the livestream for Surf Ramps will start right here: https://discord.gg/a6ZByvv

  • [CS:GO] surf_galaxy (Surf Galaxy)

    • JorisCeoen
    • May 29, 2020 at 7:43 PM

    Next Saterday 6th of June at 1PM - EST I'll be hosting a livestream on the Wall Worm Discord channel on how to create Surf Ramps in 3DS Max in a procedural and easy way, and export them in matter of seconds with Wall Worm. Everyone who's interested is free to join the stream! I'll be covering a few things that are specifically aimed at Surf Mapping, and how you can create ramps as they appear in surf_galaxy, surf_greatriver_2015 and surf_snowslide. This includes -but is not limited to- the following:

    • Creating ramps in any shape or form.
    • Keeping those ramps procedural.
    • Preparing the ramps for texturing.
    • Creating collision models that are not buggy.
    • Exporting all the ramps straight from 3DS Max and also export them as a scene directly from Max as opposed to Hammer (just so you know both ways ;)).

    There will definitly be room for a few AmA's regarding surf mapping in general, so don't be shy and let me know of any questions you may have! I'll also prepare a few scenes that can be downloaded, and in case you can't make it, the stream will be recorded (most likely by myself but I'll be backed-up by other members as well). Before the stream starts I'll make another announcements here on the day itself.

    The stream will start taking place here: https://discord.gg/a6ZByvv

  • What I'm Working On

    • JorisCeoen
    • May 14, 2020 at 3:40 PM
    Quote from FMPONE

    15 hours ago, FMPONE said: Here's my new Unreal Engine 5 hostage rescue map

    If that's your next map... then I believe I will be spending my very last houres in my current map ? that looks phenomenal. Nice work man!

  • Music Composer w/ 10 years experience incl. nominated & awarded projects

    • JorisCeoen
    • March 27, 2020 at 10:55 AM

    I love how there's a lot of classical influence in the overall soundtrack ? don't see that much anymore these days, let alone in an Indie game! The large orchestral touch is pretty nice ?

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • JorisCeoen
    • March 19, 2020 at 9:46 AM

    Weird. Anubis, surely is unconstestable. After their final additions, I think that map was beyond the scope of any of the entries. But, to me maps like Mutiny and Jingshen (after playing their updates) simply couldn't tip to the quality and required skill-ceiling of maps like Swamp and Mustang. Then again, I'm no judge. And, also, those two maps are amazing entries in their own right. But, in my opinion, if we're talking about what makes a level impressive and what's required to make a design work in the smallest of details, I didn't think maps like Swamp or Musting could fall out of the top 4. I can't speak for gameplay, but I don't think the aforementioned maps had anything in them that could be considered unacceptable of sorts.

    Once again, I'm no judge. It's just my opinion ? At the end of the day, I'd love to be in the shoes of anybody who made it this far, and unfortunatly I didn't succeed in that. Some of the decisions might also just be granting some people the exposure that they deserve and need, whereas some of the entrants have already had enough footsteps in the professional world. Congratulations to the top-4, and hopefully we'll see some of these entries make it into the game (regardless of the contest results).

  • Mutiny

    • JorisCeoen
    • March 10, 2020 at 8:19 PM

    Wow, the visibility has improved a few levels up... that's incredible! Nice work guys, and good luck with the finals ?

  • Anubis

    • JorisCeoen
    • March 10, 2020 at 7:23 PM

    Well... That pretty much adresses all the issues that I had with the map ? incredible how the map is much more defined now. Congratulations, and best of luck in the finale ;)

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