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  3. jackophant

Posts by jackophant

  • de_ddos [WIP]

    • jackophant
    • August 25, 2015 at 2:16 PM

    I'm not quite sure what the hackers would gain by ddosing somewhere from right outside it that couldn't be achieved from the comfort of their own home, hidden behind proxys and whatever other methods hackers use. I guess they better hack the GUI and write a vb script!

    And then why is bombsite A not a server as well? Totally unplayable! :P

    There look to be a lot of penetrable surfaces. Have any steps been taken to prevent cross map awping? There also seems to be lots of conveniently fallen wooden debris to climb and a hell of a lot of boxes/crates which are too repetitive and conveniently placed.

  • Counter-Strike: Global Offensive

    • jackophant
    • August 25, 2015 at 12:02 PM
    Quote from laminutederire

    At this rate, team Mapcore for the win at esl one cologne 2016 !

    A properly established team mapcore would be awesome. I have pushed for it in the past, maybe try again after the competition.

    I think we need jerseys to convince people :P

  • What music have you listened to recently?

    • jackophant
    • August 25, 2015 at 10:52 AM

    Probably not quite in the same vein as a lot of music posted here, but you can't deny the energy this kicks out:

    :shyguy2::shyguy2:

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  • CS:GO EMPIRE

    • jackophant
    • August 25, 2015 at 10:35 AM

    I think @Logic raises a good point though, it's an error I made and undoubtedly many others will. I appreciate the abstraction, but it's also a little misleading and you must have had to answer that question / tell people quite a few times where the name came from?

    Even if I had known what the context was, I would hazard a guess that most people wouldn't associate the Brooklyn Naval Yard with "The Empire State", and not something based around the empire state building.

    The best alternative I could suggest would be something like de_brooklyn, otherwise ¯\_(ツ)_/¯

    Regarding the changes, they look really good. However, the boxes/crates seem to be scattered a bit too randomly to feel realistic. Too conveniently placed.

  • de_High_Ground

    • jackophant
    • August 25, 2015 at 10:26 AM
    Quote from Logic

    I think the signs on both A and B look a bit forced. I'd rather see them placed on the ground :P

    Until then, totally unplayable :P

  • [WIP] de_coast

    • jackophant
    • August 25, 2015 at 9:53 AM

    The community is clamouring for a "night map" and that could be a real bonus for you, especially being an original layout rather than a bastardised version of a stock map, and yours is possibly bright enough to make it work...

    But on the other hand, the day scene just looks so right and would probably be preferred competitively. It's not just about being able to see the enemy, it's also about weapons on the floor, how much harder it is to see people against blood splatters, reference points for throwing nades.

    I would personally go for the competitive side of things, but then that's just me and my personal battle against this throwaway mentality the csgo community have for the new maps, partially fostered by the operations.

  • Counter-Strike: Global Offensive

    • jackophant
    • August 25, 2015 at 1:29 AM

    It took 2200 hours of csgo and 548 wins, but boys... I made it :')

    [Blocked Image: http://i.imgur.com/Hg3p9Rq.jpg]

    Do I get to join a secret club now?

  • What's going on with your life?

    • jackophant
    • August 24, 2015 at 5:55 PM

    I can't quite compete with the Hollywood proposal, but I've been putting it off for a while now. However, I'm finally putting in the effort in and am seeing a fair few jobs despite my rather choppy education history.

    Still don't think I have the credentials for a job in the industry so right now I have my fingers crossed as an interaction designer in another web role. It comes with a nice little pay rise which would be exceptionally useful while I continue looking for a house as well.

    Getting married next May as well, so it's all kicking off!

  • Labour - my WIP map[NEED FEEDBACK]

    • jackophant
    • August 24, 2015 at 1:53 PM

    The lighting could so with some work. It looks like you've used a lot of "light" entities when light_spot is much better at throwing light over a larger area. You can also edit the light settings to change the colour as well as the intensity of the light and the cone it projects in.

    What are your timings like? Ts look like they have a bit of a mission to get to A each round which would make me feel like B would be the favoured site.

  • [WIP]de_Containers 2

    • jackophant
    • August 24, 2015 at 1:49 PM

    Some of the brushwork looks alright, but why is there a court yard / fountain area right next to a shipping yard? The stack of shipping containers looks a little lazy as well.

    From what I can see of the flow of the layout it's quite open, but seeing as we haven't been shown where the bombsites or spawns are, it's hard to judge.

  • [WIP] de_champion

    • jackophant
    • August 24, 2015 at 1:46 PM

    using "cl_leveloverview 4" creates a better top down image for the overview. It would be easier to provide feedback if you had submitted more images and annotated the overview with spawns and bombsites.

    Right now all I can say is that it is very open, and quite basic, possibly even too small?

  • The Witch

    • jackophant
    • August 24, 2015 at 12:32 PM

    Looks pretty disturbed, I like!

    I do enjoy horror films, but for me, a lot about them is so predictable and rely on cheap scare tactics to make people jump that they are often pretty awful.

    Fingers crossed this one is different.

  • [CSGO] (WIP) de_expansion

    • jackophant
    • August 24, 2015 at 11:40 AM

    You'd want to use final compile for your release, not normal, but long compile times may be indicative of poor map optimisation.

    Loading up the map "portal file" in hammer will show you a lot of blue boxes where the engine has drawn visleafs. You want as few of these as possible. Things like func_detail are ignored which is one way to improve optimisation.

  • de_royal (previously de_street)

    • jackophant
    • August 24, 2015 at 11:37 AM

    Sorry to be me again, but name... You've said you'll change it so just do it :P

    You've got a nice looking theme, I'm going to assume of Scottish origin based on the flag and then you do it a massive disservice by calling it something unoriginal like "street". Is there not an area in Scotland this could be based in? A particular district of Edinburgh or something?

  • Counter-Strike: Global Offensive

    • jackophant
    • August 24, 2015 at 11:17 AM
    Quote from laminutederire

    what's your secret? many of us struggled to have even one ^^

    "I used 3 accounts btw."

    I was able to get 2 drops, one from cache (opened for chemical green bizon signed by Xyp9x) and one from overpass (opened for a blue varicamo xm1014 signed by device).

    I did not take part in pick em this year, and probably wont again.

    @text_fish there are lots of resources to find out player info, i believe hltv.org released quite an extensive document on player stats for this major.

  • Counter-Strike: Global Offensive

    • jackophant
    • August 24, 2015 at 10:36 AM

    So come on then guys, how many golden doritos do we have?

  • Counter-Strike: Global Offensive

    • jackophant
    • August 22, 2015 at 2:36 PM

    If you can see someone before you're blind you could roughly track their movement. The same for smokes if someone runs across behind one.

    I didn't see the game, so I can't comment but I'm pretty sure from the spectator mode it shows a faint white overlay and the eye icon count down so you don't really know how much they can see as it's not a full replication

  • Counter-Strike: Global Offensive

    • jackophant
    • August 22, 2015 at 12:28 PM

    You mean people who are fully blind are getting kills? Simply timing and spacial awareness. It's reasonable to expect someone to step out of an entrance almost immediately after a flash goes off to capitalise on the full duration of blindness. The trick is to not panic and just time the shot for when they run out, providing you haven't moved your crosshair that is.

    Another way, say something like banana on inferno. These guys know their spray patterns so well that they don't need the visual element to make it with, it's all muscle memory so they can give a fully accurate spray down a narrow corridor to some effect.

  • [CS:GO] [WIP] oldtown

    • jackophant
    • August 21, 2015 at 5:56 PM

    I don't know what you typed about your PSU or if that was an attempt at comedy (*whoosh* over my head), but hard drives are recoverable which you should really look into, even something as simple as a bay to run the drive externally and plug USB into slow laptop.

    But for future reference, get the desktop app for dropbox/google drive and map from the cloud. The only thing it doesnt work for is instances (which have to be in the sdk_content folder for whatever reason), and then you are safe guarded against any sort of computer failure.

    If you genuinely know the problem with your PC, I'm happy to try and help you with ideas to recover stuff. But if your flux capacitor has overcharged the feedback loop, I'm afraid I'll have to RC in, increase the resolution and hash your CPU.

  • [WIP] DE_COPPER

    • jackophant
    • August 21, 2015 at 5:52 PM

    It's hard to tell from the overview, but there was a real inconsistency between chokepoints and the bombsites.

    Ts have 2 entrances into the "main area" of mid, but CTs had 4-5 entrances to camp from, let alone cover to play with making mid an absolute death trap. Opening up the drop route so Ts can actually use it rather than dropping into an area they can't do much from could help...

    In all honesty, I felt there was a lot wrong with the flow. I could make a long list picking it all apart, but first I'm more intrigued as to how you got to this stage of the layout. Excuse the image if it's massively out of date, but I'm using it as reference:

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

    You show your encounter points, but how did you get to this stage? I found that CTs were actually getting to position 8 as Ts just got past position 7. You've obviously moved B back to position 4 which felt more like a convoluted walkway out of Doom3 than something from a counter strike map, and if CTs go to 8 from 3, they are faster than going via 4.

    The jungle area is really CT aggressive, and there were some funky angles through wooden posts and trees I was being lit up from and had no idea what was going on. The encounter by 6 is about right, but the encounter by 2 literally never happened in the playtest last night.

    I think 10v10s are quite good at really highlighting problems that a 5v5 may mask quite well. In fact, I would hazard a guess that there were too many routes to effectively watch as 5 CTs so they were forced to play much more passively for fear of flanking.

    I know the layout isn't that complicated, but I think it's too complex for counter strike. There are also some very steep ramps which never play nicely and I would halve the incline on area 8 and the other pile of dirt you climb near mid somewhere.

    I appreciate that you've put a lot of work into analysing your layout, or at least suggesting what should be happening, but I think you've missed the mark. The feeling I get is that you may need to work on your understanding of the game for any future changes to work. Sorry for the rather oppressive wall of text, I think you're definitely on to something different, but it needs a nudge in the right direction. I'm happy to oblige if you want that help.

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