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  3. jackophant

Posts by jackophant

  • [CS:GO] de_dash

    • jackophant
    • July 23, 2015 at 3:39 PM

    cache and dust are names, not themes.

    calling your map a combination of the two and then looking for something that combines middle eastern architecture with a disused russian weapons cache is entirely the wrong way to do it.

    1. decide on a theme you like
    2. find some reference photos that will help guide your detailing
    3. build the map with said theme in mind
    4. name your map that is related to your theme, but abstractly. If I see one more map called warehouse I'm going to develop a rage induced anal prolapse.

    last but not least... what is this sightline?

    [Blocked Image: http://i.imgur.com/5oHwqpu.png]

    You need to simplify your layout quite a bit. You've got multiple entries into areas that have a door not even 10 metres away on another face of the building. It ruins the gameplay and chokepoints and creates a lot of chances for flanking which is uncontrollable.

  • [CS GO] DE_KAR

    • jackophant
    • July 23, 2015 at 3:19 PM

    try this pakrat guide

  • [WIP] De_Dynasty

    • jackophant
    • July 23, 2015 at 1:44 PM

    I went mid once, and I found it entirely by accident. It had a couple of CTs ducked behind a balcony which was being shot through. I left and went straight back to B iirc. As Vaya said (in a personal chat), you should probably ask yourself why no one went mid.

    While 10v10 playtests do not foster the best gaming experience, I found the map difficult to navigate. The constant CTs going A and no one really on mid is probably testament to that. Cts have to run towards A and then hook off suddenly to mid, if they don't they're all in A, or they could go B.

    This isn't Dust2 go towards B to be in mid which is quite open. On your map you have to really find mid that's the problem, and I don't think it's obvious enough.

    I don't find the layout believable because exactly what I said before...


    Quote

    it feels way too random to be a structured piece of korean architecture

    but to clarify, this is meant to be a house, and a few gardens and it currently feels more like a cave system the way it's looping back on itself and cross over and winding around but you've just applied a korean theme to it retrospectively. I generally associate what you're doing more with japanese than korean architecture, but I don't know enough about the cultures to comment with any authority.

    The textures being TF2ish is a separate matter, and imo it's because of the flat colours being used. They feel like they're missing a layer of grime or texture to make them feel rough and more realistic.

  • [CS:GO]de_barista

    • jackophant
    • July 23, 2015 at 12:06 PM

    Have you added custom models now?

    You should submit this to the competition if you haven't already! :)

  • Counter-Strike: Global Offensive

    • jackophant
    • July 23, 2015 at 9:58 AM

    taemspaek.ru plz

    Yeah seriously, Teamspeak is fine if you download from the actual website. Maybe someone hosting the server on their own computer could do something malicious, but whenever you download from the website you always get the latest version.

    TS does have an update pop up, but it's as you launch the application and not when connecting to a server and never miraculously as the same person you are talking to (unless you both launch it simultaneously)

  • cs_highrise

    • jackophant
    • July 22, 2015 at 1:49 PM

    I think you've got quite a lot to do before you can say this is done. There doesn't seem to be any variation in wall thickness, and it's generally quite blocky... one could say quite 1.6?

    The props you do have rattle around large empty rooms.

  • What's going on with your life?

    • jackophant
    • July 22, 2015 at 1:44 PM

    @laminutederire I think Greece is a little bit more desperate for help atm :P

    surely yoga clothing R&D is going to involve a lot of booty in tight clothing? I can think of worse jobs...

  • [WIP] De_Dynasty

    • jackophant
    • July 22, 2015 at 10:47 AM

    I took the opportunity to scribble over the radar to show some things...

    [Blocked Image: http://i.imgur.com/VvDC0D9.jpg]

    imo B was awful. Everywhere I tried to hold I was shot in the back if I didn't die trying to get onto the site. Or was killed by a shitty lurker (mark...) at that pink scribble area. CTs get there way too slow for that camping area to even be necessary, so an aggressive CT push that way is rendered entirely obsolete even though it's a mission to get to the other bombsite.

    I've shown in orange the pathing into B for Ts and highlighted some angles that can be held through it. The pink line is a problem as Ts can be there watching CTs cross their own bombsite, so we can't actually safely get into the thing reliably to play it. The green sightline felt like it should have been more powerful for CTs, but after having to climb the ladder and get on the bridge most Ts had already scooted past. That blue sightline is absolutely terrible.

    The stones in the water...

    I have no feedback for A as if I had gone there, there would have been no CTs at B and I left before I had a chance to, but I'm sure the other 9 CTs who kept going there will have plenty of feedback for you.

    Congratulations on the amount of custom content in the map, but I feel gameplay has slipped by the wayside, I don't find the building to be believable (it feels way too random to be a structured piece of korean architecture), and a lot of the textures feel quite TF2ish.

  • [WIP] De_Dynasty

    • jackophant
    • July 21, 2015 at 3:50 PM
    Quote from leplubodeslapin

    mat_drawgray 1

    At the risk of sounding stupid, can you please clarify the proper use for this? (not "everything goes grey")

    Is this how people make the grey radar overlays?

  • de_neutron

    • jackophant
    • July 21, 2015 at 3:45 PM

    so this is finished, or...?

  • [WIP] De_Dynasty

    • jackophant
    • July 21, 2015 at 11:46 AM

    The picture vaya sourced feels much more open, light and airy in comparison to your screenshots which feel quite dark and cramped.

    maybe get some more natural light in?

  • [WIP] de_plateau

    • jackophant
    • July 21, 2015 at 9:50 AM
    Quote from Unlimited_HAX13

    That looks like you're working off the grid, you can press "shift+w" to toggle snapping and the square brackets to increase/decrease grid size. Working to the grid is important for Hammer, as you will compile and potentially find all kinds of errors which are going to be a nightmare to fix. Mock up or not to show us the texture, it should be a habit.

    I would also slide that manifest tool on the right under the bar of tools it's next to and hit "ctrl+A" to balance all the window sizes, and give yourself that bit more room to work with.


    Quote from Vaya

    UPDATES:

    July 20, 2015[/i]- Carl is no longer helping to make this map.

    RIP carl

    [Blocked Image: http://www.quickmeme.com/img/e5/e5136b030870eaf2e78699eb28e7186e9ed46297a18530cf7765b1d5ffba58ca.jpg]

  • Counter-Strike: Global Offensive

    • jackophant
    • July 21, 2015 at 9:35 AM
    Quote from laminutederire

    I've added you a while back if I remember right, but you're not online that much

    I speak English with a french accent, I just have to set up a speaking system. I think the webcam mic from my laptop isn't enough to be understood very clearly?

    You have? What name do you use on steam? I generally try and nickname people from mapcore with their forum name to keep track. Did you add the right account?

    The mic array on your laptop should be fine, but they're usually very sensitive so I would encourage you to use a push-to-talk method, otherwise we will likely hear you typing and possibly even ourselves if you don't use a headset/headphones. Nothing quite like a feedback loop to wake you up in the morning! lol

  • [WIP] de_aegis - Added Workshop

    • jackophant
    • July 20, 2015 at 5:51 PM

    I'm talking about func_details, area_portals, hint/skip.

  • [WIP] de_aegis - Added Workshop

    • jackophant
    • July 20, 2015 at 5:09 PM

    You really don't need the big red font. The work looks nice, but unless you're playtesting it, you're just creating more work for you to come back to.

    What are you doing about optimisation?

  • [CS:GO] de_highlands (WIP)

    • jackophant
    • July 20, 2015 at 2:20 PM

    They grey tone of the lighting feels much more real, but I don't feel the sky matches it?

    Also, I realise you want testing, but that uber long path that goes past a couple of phone boxes and the red fronted shop (which I'm going to assume is mid), looks really... long?

    Either way, great job guys, I've been waiting for this one for a while now! :D

  • Counter-Strike: Global Offensive

    • jackophant
    • July 20, 2015 at 1:42 PM

    join us on the mapcore teamspeak, im sure we can get a game together alternatively, im happy to queue with you and a few of your friends to help out, and i don't mean in the uber smurf, carry sense. i mean help you get some understanding of the game, act as an in game leader for it. however, my french is bad... d'accord?

    add me on steam

  • Counter-Strike: Global Offensive

    • jackophant
    • July 20, 2015 at 1:04 PM

    @Pampers my max ping is set to 65 (but apparently higher than that mid game is ok -_- ), which should be fine, but when people are clocking in at 5, that's when there's an issue.

    DMG games for me were usually 5v5 all DMG, when you get past that, the ranks are a bit more varied between the top 3 ranks again.

    I'm seeing LEM players who are playing auto shotgun on banana, round after round, pushing and dying, or baiting out friends, have no idea when to rotate, don't use nades, and don't call anything despite even being on TS with me. I would seriously not put this guys play beyond a gold nova rank. it's totally nuts.

    @laminutederire there's no steadfast measure on how many matches you need to win to rank up. It seems to depend on the difficulty of the match, and even then only to a point. If you are silver going up against 5 global elites and somehow win, I think matchmaking has some sort of anti-boost system to stop you progressing 10 ranks after winning that game.

    My understanding was always that matchmaking predicts a certain outcome for the game, and you gain/lose progress to the next rank based on how you perform compared to that prediction.

  • Counter-Strike: Global Offensive

    • jackophant
    • July 20, 2015 at 11:53 AM

    From the UK I get a ping of about 60+ to swedish servers, and all the Swedes get sub 10 pings. I didn't even get sub 10 ping on UK servers. I'm not even complaining specifically about hitboxes, but when someone is getting 5 shots off on me when I've literally just watched them peak, I have every right to complain.

    I wish mm used a veto system like faceit (or a system that picks a server so all 10 people have a ping within a 20ms range or something), rather than just auto-assigning us a server based on whatever valve do atm. on faceit I immediately veto the worst pings for the party, and assuming the enemy team do the same, we are left with a server where we should all have an acceptable, almost balanced ping to.

    And while I'm sitting here bitching, I think the ranks need a reshuffle. I don't want to pretend to know how players are distributed, but I've seen a lot of my friends fly up the ranks recently, and play at a level which they aren't ready for. The variance in matches is mind boggling, 1 game I'm shitting all over LEMs, the next game we get steam rolled by LEMs. The ranking system should be in place to try and avoid this and have matches with more predictable outcomes, it's a complete lottery atm. But I'm sure valve will realise this from their own stat tracking, it's just what will they do about it...

  • Counter-Strike: Global Offensive

    • jackophant
    • July 20, 2015 at 9:38 AM

    i didn't ever play any meaningful amount of 1.6, but i get the impression that the hitboxes back then were "perfect", and games like tribes (fml i love that game, so sad it died...) which are MUCH faster paced were able to register hits fantastically well. Maybe they were simpler times, but I reckon valve haven't been too bothered by it as the real money is in LAN events where this isn't such an issue.

    And seriously, can we fucking remove the swedish servers from mm? Just like UK servers were a pile of wank for the greater EU population, Swedish servers are terrible to play on for the same reason. It just exacerbates an already patchy hitreg problem.

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