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  3. Vinneri

Posts by Vinneri

  • MapCore CS:GO Playtesting 4.0

    • Vinneri
    • September 9, 2014 at 11:24 PM

    I'd like to playtest my De_agri 18.9 Thursday

  • Starting modeling for cs:go

    • Vinneri
    • July 3, 2014 at 7:14 AM

    Hey, I'm planning to start a new map project with hammer and this time I want to make props to it. What program would you recommend for that? 3Dmax or what? Thanks!

  • [CS:GO] de_Cuzco

    • Vinneri
    • June 17, 2014 at 12:13 PM

    You should put map overview picture to workshop. I like your map, but should it be demolition mode instead of classic? I think it's too small to be classic competitive. Anyways, nice work

  • [CS:GO] De_Theos

    • Vinneri
    • May 9, 2014 at 8:35 PM

    http://steamcommunity.com/sharedfiles/fi…s/?id=258060382

    I'm now satisfied with my map. The map plays great and appearance is nice enough. I got good feedback from you. Biggest concern you had was the theme. I thought it a lot and I just couldn't do much, because for me every place has a meaning. Radiotower, watchtower, manor, long house (summer cottage), B site has a factory, CT base to A has apartments for workers, The place is hideout, so the drugdealer has to have energy, food and everything by his own. Mansion is the place where he takes customers. So for me every single house and object has a meaning.


    After all, I'm really excited to see players reaction in this map

    Thanks for your help!

  • MapCore CS:GO Playtesting 4.0

    • Vinneri
    • April 24, 2014 at 10:03 PM

    Guys, thanks for the playtest! Feel free to give feedback here or in the WIP topic of de_theos. Thanks!

  • [CS:GO] fy_officeday/ar_maktab/ar_potato

    • Vinneri
    • April 23, 2014 at 5:23 PM

    This map made me rage so hard. Where ever you go, you get shot to the back. There is too many spots where enemy can be. You should make it more simple. Less open holes and straight lines. Is't not good at all atm. Winner is who has most luck, when running to enemylines. Map is still pretty good size.

  • WIP in WIP, post your level screenshots!

    • Vinneri
    • April 22, 2014 at 11:47 AM
    Quote from kinggambit

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


    Oh! I like that mid boost change! It's now much better.

  • de_disruption feedback

    • Vinneri
    • April 16, 2014 at 8:07 AM

    Hi, thanks for playtest! I had some really frustrating moments when I walked around the map and got lost or got shot to back. Although it was fun to shoot others back unspotted If you could simplify routes it would be really nice. It's sad that I still don't know where all the routes go and the radar didn't really help, because it was sadly little mess. Few times I saw enemies in the radar, but I really didn't know where they were. Even worse was as T to find the dropped bomb I found myself in many awkward positions. As T I had to rush to bombsite, because it was easiest way to win.

    Like text_fish said, you should simplify the layout of routes to make it easier to spot enemies. In this map you really have to walk few hours to learn the map. One playtest wasn't really enough to find balance issues. All the time went to learning map. I'm not sure are you trying to make this a competitive map or just fun public map? As a public map this isn't that bad as we tell, but if you are aiming to 5v5 you really need to make overlay a lot simplier. It's my biggest concern that it takes too long to figure out how this map works. Only solution is to simplify places. I hope you do so, just in sake of new players. You have done a lot of work in this and keep going with the progress. It's a fine map, but not yet great. Hope to see some changes before next playtest

  • MapCore CS:GO Playtesting 4.0

    • Vinneri
    • April 14, 2014 at 8:56 AM

    24.4 for de_theos would be nice.

  • DE_Theos By Vinneri

    • Vinneri
    • April 10, 2014 at 4:52 PM

    I've thought today and yesterday many of the things you said. I'm going to clip that t window stair and fixing the theme. A tunnel route you pointed out was intentional. I don't want ct's to rush from there. It's a path where ct's have big risk but also big reward if they get through unspotted. Passage with rugs have same idea, you can see feets, but you are spottable from haystacks. What did you mean with the ct nest problem? Only in few casea t's are allowed to get to the nest, so in retake you rarely have to check it. If that was what you ment

    theme is a real problem for me. I want to keep the modern houses and most likely pines. Also I'm using a lot of wood everywhere which isn't popular in that part of the world. So I'm thinking of changing the location to somewhere like norway. Funny thing is that there are no drugcartels etc so this thing is really pain in my .. So I have to think more.

    last thing you said was cleaning unnecessary props. I will do so, but how I do it without making map look less detailed? Thanks for the feedback!

  • DE_Theos By Vinneri

    • Vinneri
    • April 8, 2014 at 10:20 PM

    Could you give feedback from this evenings playtest? Thank you!

  • de_saunametsarc

    • Vinneri
    • April 8, 2014 at 3:28 PM

    You should show more screenshots so people could have better picture of the map.

  • DE_Theos By Vinneri

    • Vinneri
    • April 7, 2014 at 3:08 PM

    I had yesterday pro's playtest. It went pretty well and got a lot of feedback. It ended 16-14 with sides 9-6 7-8 and higher rounds as CT. So I made some fixes to make it more balanced.

    Most of the guys liked the map, but as you know the scene (specially in Finland) you get also ton of shit without any real feedback. Well anyways it was nice to see how it works when two good teams play first time the map in competitive.

  • Soma (From the amnesia guys!)

    • Vinneri
    • April 4, 2014 at 6:49 PM

    That link works fine, thanks!


    I've never been a friend of horror games. I played first 15 min from first Amnesia and it was enough

  • Soma (From the amnesia guys!)

    • Vinneri
    • April 4, 2014 at 6:03 PM

    Is it me, or does that video make an error?

  • [CS:GO]de_zoo

    • Vinneri
    • April 4, 2014 at 11:27 AM

    I want to see that waterpool in B to break by bomb explosition and flood the water out..

    For my eyes the A site doesn't have enough cover.

    Anyway, great project! Waiting for beta testing

  • de_fracture feedback/comments

    • Vinneri
    • April 4, 2014 at 9:10 AM

    Sounds fantastic and yes I meant making the hallway like you draw

  • de_fracture feedback/comments

    • Vinneri
    • April 3, 2014 at 3:14 PM

    Ok, ready for some more feedback? I visited the map today second time and I have some suggestions for you. Of cource all are my opinions, so you might find some things to disagree. Anyways, here we go..

    First of all I told you about that claustrofoby, I noticed that the reason for that was all the little brushboxes all over the map expecially A site made me feel so. Only in mid you can see littlebit more "clear" place. So both bombsites with dev textures made me fell that way. It also wouldn't be bad to have more outside areas in the map. It's critical if you want people to be able to use flashes and smokes effectively when taking bombsites.

    [Blocked Image: http://puu.sh/7UoCa.jpg]In this picture you could make B site better, if you made this wall a lot wider. It gives more cover and makes the site more "controlable". So T's could either take the site from top or jump to the water (which color should be changed away from poison green ) I would like those things. The site is not so bad as you have heard. there is just too much vertical positions and little corners. Also I would like if the site itself was more open. it's atm shotgun heaven You could also remove little bit water just because real function with it is to get down without losing health, It's not really a good place to hold the site. So two main things: Make the bombsite more open, make the wall wider.

    [Blocked Image: http://puu.sh/7Upo9.jpg]This next thing is really small.. Make these ladders to stairs so it makes the route more clear and functional (and helps with claustrofobic feeling).

    [Blocked Image: http://puu.sh/7UpDw.jpg]Wall in blue could be larger, so CT's cannot se that part. Red is place where could be stairs. You said your idea is to let it be with bossting, but i would say it could be nice to have real stairs Also in very few CS maps you have pits that kill you. That possibility to drop down and die isn't IMO very good thing in fastpaced competitive CS map. So i would make a fence or smthing else to make it impossible (I think it's funny but not competitive )

    pink means that that place blocks movement but don't really give any cover, be careful with those, because they make the map feeling more restricted, when optimal thing is to have open and nice atmosphere

    Last thing in here is that questionmark. By that I mean you should think what kind of cover you want there to bee. do you want full cover or halfbody cover. which one makes the attacking fun but not too easy. This middle seems to be the most important part of the map. If you control mid you can do what ever you like. I like the idea. Harder part is to make it good. also if I remember right T's got really fast to the mid (faster that ct? no sure, but more time to ct's to take place couldn't be a bad idea.

    [Blocked Image: http://puu.sh/7Uqc6.jpg]

    This container is too dark


    [Blocked Image: http://puu.sh/7Uqdr.jpg]

    As T side you always have to jump through this window.. I would change make the stairs here, because for me it's not fun to jump every single time to.. Please change it (the most important thing ever) Also that longjump part. it's really nice but I would recommend that make the bench lower so you don't have to jump twice to take that route. the jump to bench makes it less fluent so you should do something to make it better. ( the gap is pretty good size for jump)

    [Blocked Image: http://puu.sh/7UqsP.jpg]I think that vent is unnecessary and increases complexity without a real benefit. I could be wrong but atm I think so

    [Blocked Image: http://puu.sh/7UqA9.jpg]This is maybe the biggest thing you could think of changing. As T there is not many options to go A. what about making a route from that blue cargocrate to the doors. It could be huge if you would make the stairs to mid and this route. I would probably love to take that route It give's you second view to see the bombsite which is usually a good thing.

    That's all what I have to say.. Change if you want or let them be. Some of those were really big changes so they might not fit with your ideas. I hope these help you!


    EDIT:
    PS!!! Make on a button in A that drops the cargobox down! <3

  • DE_Theos By Vinneri

    • Vinneri
    • April 3, 2014 at 1:27 PM

    Thanks Cruckz! I'll look at those. Some problems seems to be in images, but I guess little lighter couldn't be bad idea I'm really anticipating the feedback from next tuesdays playtest!

  • DE_Theos By Vinneri

    • Vinneri
    • April 2, 2014 at 7:17 PM

    [Blocked Image: http://puu.sh/7TtS6.jpg]


    Compare old:


    [Blocked Image: http://puu.sh/7Q1Dp.jpg]


    What do you think of shadows now? I made SpreadAngle actually to 0 (feels a little better than 1 I think) and made shadowcontrol colour darker.

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