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  3. jackophant

Posts by jackophant

  • What's going on with your life?

    • jackophant
    • September 21, 2015 at 4:50 PM
    Quote from blackdog

    Oh @jackophant so you came this way? The other day a colleague said she was at the nuts challenge!

    The big obstacle races usually have multiple hosting grounds, and this one was near Surrey somewhere.

    I'm definitely willing to travel for them!

  • What's going on with your life?

    • jackophant
    • September 21, 2015 at 10:12 AM
    Quote from Sentura

    On a lighter note I finished my first obstacle/mud run this weekend.

    Obstacle races are so much fun. I'm incredibly unfit, but I enjoy them so much. Definitely looking to get on some sort of circuit for these. Pic from my last one "The Nuts Challenge":

    [Blocked Image: http://i.imgur.com/phct2Gm.jpg]

    Where are you based for yours?

  • [WIP] de_mical (formerly de_honeycomb)

    • jackophant
    • September 21, 2015 at 10:04 AM
    Quote from [N]awbie

    CT->Sniper nest = 6-7s
    CT->B = 8-9s
    CT->A = 9-10s

    T->window = 6s (orange)
    T->B = 16-18s (red)
    T->A (short) = 13s (green)
    T->A (long) = 13-15s (yellow)
    T->B (connector) = 19-20s (purple)
    T-> A (connector) = 19-20s (blue)

    I'm aware that the timings need some work.
    1. CT's should be able to get to the nest before T's can see them, but at the moment that's not the case.
    2. Also the A long should be a bit longer as It's quite as fast as short.
    3. B could be a bit closer so rushing there would be faster

    Display More

    Have you compared these times to official maps?

    First thing that screams at me is that the CT rotation time through CT spawn would be 8-9s PLUS 9-10s leaving us with 17-19s rotation time. For MM that's half the bomb timer gone pretty much, and for proper competitive around 15s to clear the site and defuse the bomb.

    Some of those T times are aggravatingly long. I can't check right now, but the B rush on D2 is about 8-10s for reference.

    A looks to have about 5 entrances into it which makes it exceptionally hard to hold, and B has 6! I realise some of those are splits from other routes, but generally if you can't smoke it off with one smoke grenade, it's not one entrance.

    If you want the help, could I request you get a nice clear overview (you'll need it for the radar anyway :P ) of your current routes/paths that I can sketch over to suggest an improved layout?

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • September 20, 2015 at 10:28 PM
    Quote from MinorThreat

    Any word on tonight's playtest?

    A playtest occurred

  • [WIP] de_mical (formerly de_honeycomb)

    • jackophant
    • September 20, 2015 at 9:50 PM

    Minor gripe with setting, why do the CTs have nerve gas? They're illegal and they wouldn't be really Terrorists if they're destroying it (with debatable consequences, but in an isolated facility?).

    What's the relevance of the honeycomb name?

    Layout needs to be simplified. Ts have almost 2 of the same route towards A so you can remove one. You have so many rooms and connectors it's hard to keep count.

    If something is inside, nodraw the roof so radar screenshots can see what's inside.

    You haven't sufficiently documented the map either. A few more screenshots would be nice to get a sense of scale that looks off from the overview.

    What are your timings like right now?

  • de_Underground [WIP]

    • jackophant
    • September 20, 2015 at 5:45 PM

    If spawns are placed too low to the ground they can often fail to work. You would want to keep them elevated by about 32 units.

  • de_havana

    • jackophant
    • September 18, 2015 at 11:00 AM

    Lajron, the creator of this map, moved on to a new hostage rescue project called Hospital. Not sure what his plans are regarding its completion, but it was very promising.

    Hey @Lajron, you owe us an explanation man! :D

  • Counter-Strike: Global Offensive

    • jackophant
    • September 18, 2015 at 10:49 AM

    sexy new kniiiiiiiiiiiiiife

    [Blocked Image: http://media.steampowered.com/apps/csgo/blog…dow_case/00.jpg]

    vidya demonstration:

    http://media.steampowered.com/apps/csgo/blog…p_de_dust2.webm

    Doesn't look to have separate attack and "landed backstab" swipes.

  • de_Underground [WIP]

    • jackophant
    • September 17, 2015 at 4:10 PM
    1. I was just highlighting inconsistencies regarding themes when I mentioned the London Underground radar map, but it is evidence of a wider situation in that theme is "varied". The metro map from battlefield that panda referenced is based in Paris.
    2. I was merely pointing out that there were no suspended ceilings in the references pictures provided. Ofc I realise they won't have changed in that time already.
    3. Good (provided the end product is an American or European city ;) ), but for future reference it works better to work that bit out first.
    4. I'm not here to start a fight or get people salty, so I can assure you the "swear" isn't intended to upset or directed at anyone in particular, it's a general exclamation. And you're right, maps don't have to be 100% accurate and I don't pretend that Strada is or will be, but there are tolerances and the further apart the conjoining themes are, the more people will notice which can then lead to a thematic failure. Look to de_sparity for that. Fun map to play, but theme definitely needed some work.
  • de_Underground [WIP]

    • jackophant
    • September 17, 2015 at 2:51 PM

    So... A Chicago outside, with a Parisian Metro interior? And a radar backdrop of the London Underground? You need real world examples not pictures from games. If the games had the same setting it wouldn't be so bad.

    I'm still not seeing any suspended ceilings in those references!

    You've got your theme "subway/underground trains/metro" (regional language differences...) now you need to settle on a location, and really appreciate how different locations have different architecture above AND below ground.

    There are plenty of pictures on sites like flickr.

    -STOP- mid-post edit...

    Literally 2 seconds of googling to find you a Chicago subway search on flickr tell me Chicago doesn't even have a fucking subway system... Guys, please do your research.

    The better your groundwork, the less you leave to your imagination, the more successful and believable your theme will be.

  • Counter-Strike: Global Offensive

    • jackophant
    • September 17, 2015 at 2:08 PM

    a lot of people are overlooking the fact that the neck is now part of the "headshot" hit capsule. so clickin skulls just got easier from more accurate hitcapsules AND neckshots! woop woop

  • de_Underground [WIP]

    • jackophant
    • September 17, 2015 at 10:47 AM

    On the whole, the screenshots look good. What references are you working from though?

    I've not personally seen suspended ceilings in underground stations. Only tiling or concrete.

  • Counter-Strike: Global Offensive

    • jackophant
    • September 16, 2015 at 3:46 PM

    Surely this would negate a lot of the "tick" issues? 128tick was better because with the old shitty hitboxes they were updated twice as regularly and provided better feedback. Now with the new super accurate hitboxes maybe 128tick wont be as noticeably better?

  • de_Intelligence [WIP]

    • jackophant
    • September 16, 2015 at 3:36 PM

    You've set your sun angle to be really low:

    • 0 is horizontal light and casts loooooong shadows
    • 90 is straight down and very short shadows.

    What references are you using? You mention German surveillance facility, but I'm seeing a fountain and tiled roofs of the castle kind.

    That texture you've posted is also quite noisy and your walls will look super lumpy. I'd maybe suggest something like this:

    [Blocked Image: http://2.bp.blogspot.com/-kz4E0WYl9pA/VC1I_Y7m1RI/AAAAAAAAGMQ/Hk91vw9DbuQ/s1600/Wall%2Bstucco%2Bwhite%2Bpainted%2Btexture%2B4770x3178.jpg]

  • Counter-Strike: Global Offensive

    • jackophant
    • September 16, 2015 at 3:04 PM
    Quote from marks

    I .... I didn't want any of this, or care about any of it.

    but reddit stamped their feet... vox populi!

  • Mapcore Introductions Thread

    • jackophant
    • September 15, 2015 at 5:07 PM
    Quote from Freaky_Banana

    I originally got into mapping through another first person shooter game called "Urban Terror 4.1".

    Wow, Urban Terror! That takes me back, old Quake mod. I fired it up sometime this year and it was full of people bunnyhopping or something at light speed. I definitely didn't remember that part! Loved the location damage and bandage system though!

    Welcome Quentin :)

  • [WIP] de_diversion

    • jackophant
    • September 14, 2015 at 8:36 PM

    Right now mid is too wide imo. Or, if you want it that wide, you need to have a significant height difference or something. Because of its width there are some very large, long angles that can be held so it's quite hard to scan and just smoking off an entrance isn't enough as there's so much room to move about.

    The cover also lends itself more to camping than to getting out of an entrance and playing from behind it.

    The other issue is number of entrances to mid. Typically mid is like a + shape, T's enter from one end, CTs the other, and the middle connectors are contested to some degree. You've given each team their own mid connectors, but CTs have more so they can come from whatever angle they want.

    It also works as a ridiculous flank and on a 5v5 would put a lot of pressure on the CTs who pretty much have to watch 1 entrance each in your typical 2/1/2 split:

    • 1 CT on A watching long
    • 1 CT on A watching connector
    • 1 CT watching mid
    • 1 CT on B watching long
    • 1 CT on B watching connector

    It's OP for CT in a 10v10, but in a 5v5 it's really spreading the team thin.

  • [WIP] de_diversion

    • jackophant
    • September 14, 2015 at 5:55 PM

    So, I like where this is going. I didn't play the first version so I can't comment on any changes, just what I saw:

    (You have your bomb signs / radar sites mixed up. The first bomb trigger you place is always called A, and the second B, so just swap the triggers around and you'll be OK there, but for this feedback I will refer to them as North and South)

    [Blocked Image: http://i.imgur.com/Nr3EOrv.png]

    Anything of vague importance can be smoked off very easily. It's pretty ridiculous. Mid is massively CT biased, and I think only possible to traverse as T because we could afford the numbers to overpower (when people were moving as a group).

    Both sites can be held off with a single smoke which isn't very exciting, but more because each entrance is broadly the same: a corridor with a tight doorway and an area where you can hide inside.

    The North bombsite feels the most natural to me and I don't really have any complaints. The connector from the long route there to mid though is lazy. It just weaves back on itself which breaks flow and adds time unnecessarily.

    The South bombsite has too much going on around it, and pretty much nothing on it. The little green mark on that sight signifies a rather powerful position for CTs as well. As the walls are concrete the only gun shooting through anything is the AWP right now, and the wall splitting the site in half is pretty imbalanced because of it. Very easy to set up the bomb so an AWP can sit back and pick people off through walls for defusing. It's also very hard to retake as the bomb is always wide open and there's so much off site cover for Ts to mess around behind.

    Mid is a clusterfuck if I'm honest. Very wide, lots of long angles and lacks any sort of form. It basically has a great big no mans land in the middle of it and EVERY entrance into it is exactly the same size and most of them have ceilings. They also converge on almost the same point which feels really flat and boring. Speaking of which... The entire map could do with a bit of height variation, it's very flat right now.

    You have a lot of dead space around areas that isn't really used, or if it is, would benefit from having it trimmed out to streamline the routes. Your long paths to each bombsite are also very bland, and you could reshape them slightly to maintain timings and be a bit more interesting than a zig-zag

    That's all for now, I'll update if anything comes to me. Apologies if it reads a bit sporadically, but I also left comments in the chat if you've picked those logs up yet.

  • [WIP] de_thorium

    • jackophant
    • September 14, 2015 at 11:34 AM

    If they're off just a bit then you could have moved fractionally before/after screenshot/copy coordinates.

  • Counter-Strike: Global Offensive

    • jackophant
    • September 11, 2015 at 2:14 PM

    being able to control a spray to kill people in different locations through some degree of movement is so satisfying.

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