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Posts by jackophant

  • de_wharf

    • jackophant
    • July 13, 2015 at 10:43 AM

    You want to try and optimise as you go, as it's very easy to miss something when coming back to it all. You can always compile/optimise/compile/optimise and theoretically, each pass should compile faster (if you're doing it right), but it's not ideal.

  • /r/GlobalOffensive and Mapcore Mapping Contest - Week Two Update

    • jackophant
    • July 13, 2015 at 10:12 AM

    @FMPONE anymore updates to be made? I noticed there are now over 2000 threads in the competition forum!

  • Counter-Strike: Global Offensive

    • jackophant
    • July 13, 2015 at 10:00 AM

    @Vaya I was thinking more of a 4 part documentary on Discovery. Could show right after the millionth showing of raising the concordia.

    I would never DL an anti-cheat client from anyone other than the big leagues around, but I would much rather they operate like faceit where it's dealt with server side. It's archaic having to keep your own 3rd-party anti-cheat up to date, and look at all the shit ESEA have been up to with them, and they're meant to be legit.

    I rarely even click on links from well known friends on steam incase their account has been compromised (I usually google for it myself to find what it was they were talking about). I've also got steam guard enabled via the steam app, and 2 stage verification on the email address I use, as well as totally different passwords for both steam and email.

    COME AT ME BROS

  • CS:GO Demolition Map

    • jackophant
    • July 13, 2015 at 1:06 AM

    Literally no screenshots. If you're serious about your map, it would be nice to see you put some effort into showing it to us. We don't all always have time to subscribe, load up counter strike and have a run around to provide feedback.

    Having said that. The one screenshot you do have looks very open.

  • de_strada

    • jackophant
    • July 12, 2015 at 11:29 PM

    de_strada_d8 is live now :)

    [Blocked Image: http://i.imgur.com/40PGDkp.jpg]

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

    DE_STRADA_D8 IMGUR ALBUM

  • What I'm Working On

    • jackophant
    • July 12, 2015 at 3:58 PM
    Quote from leplubodeslapin

    because the contrast between these 2 colors is nice and immediately creates something good looking. And you could find other examples of course.

    "blorange" is typical in the film industry from my understanding, but the key here i think is that they are "complimentary colours". it's colour theory:

    [Blocked Image: https://s-media-cache-ak0.pinimg.com/originals/58/ba/5d/58ba5d39b7d533cfdc9a6fbedc89a0b4.gif]

    Alternatively, because of your setting, I would look to see what valve have used for colour values in Dust2. I wouldn't be surprised if it was more orange/blue, but a faint yellow-orange/blue-violet could be worth trying.

    Maybe make a small test map for quick complies

  • [WIP] de_faer

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

    don't forget to use bot_show_battlefront 1 to see where the contact points are before making any rushed decisions.

  • [WiP] de_vine (Workshop link added)

    • jackophant
    • July 12, 2015 at 11:57 AM

    And what text_fish is suggesting, is that you should have used greyboxing to work out an area you did like before you started detailing.

  • [WIP] de_magasin

    • jackophant
    • July 12, 2015 at 11:54 AM

    @Guni <3

    I think guni has it covered so far, but also, why are both bomb sites labelled B? Judging from the thickness of the wall, you could also wallbang from one site to another. I would really suggest putting more space between them.

  • MapCore Meetup London - Saturday, 25th July 2015

    • jackophant
    • July 10, 2015 at 3:57 PM

    @marks I appreciate the extreme level of commitment

  • [WIP] de_perish

    • jackophant
    • July 9, 2015 at 5:59 PM
    Quote from Thund3rb1rd

    I really don't mean to upset you, but are you totally serious? A replacement of a boat to van, while there is all water around it? ...How did the terrorists get to the map? By a van driving underwater? "The Mystery machine" from scooby doo :D?

    And I think this change is just more of a decoration than a useful addition to the gameplay.

    Before the message following yours, show me where the water is in any of those screenshots?

    Regardless, even if I had seen the water, what's stopping the replacement of the water with another form of boundary involving a road?

    It's feedback, whether it's aimed at the aesthetics or the gameplay why does it matter?

  • de_Xuhsh's Crossing

    • jackophant
    • July 9, 2015 at 3:55 PM

    what do the terrorists have against the bridge when there's a scientific laboratory all around waiting to be blown up?

    As everyone already suggested, the bombsites are far too close together for this system, if you made it tall enough that falling off it would kill you then that's more interesting (but falling on a player's head or into shallow water will always prevent that).

    imo, it looks more like a TF2 arena map, crossed with a shooting gallery. The layout needs some revising.

    Detail looks OK, if a bit simple, but the lights are way too overpowering. Couple the lights with light_spot and use the light_spot to provide the majority of targeted light and have a low ambient glow with the light entity (intensity of about <50 should work)

    EDIT: Oh, and the name. It's your name, but typically there aren't spaces in the name (replace with underscores) and one word names are a bit more snappy and memorable, and it helps even more if they're easy to pronounce.

  • Going to the gym is like a korean MMORPG

    • jackophant
    • July 9, 2015 at 2:54 PM

    @Bevielis the MapCore dietician and fitness guru ;)

  • What have you purchased recently?

    • jackophant
    • July 9, 2015 at 2:53 PM

    @Vaya Mate, that's fucking rad! only word to describe it. Skiing or Snowboarding?

  • Spellsworn Kickstarter (July 1st)

    • jackophant
    • July 9, 2015 at 2:45 PM

    Already fired 3 off :D

    How many can we send in?

  • What's going on with your life?

    • jackophant
    • July 9, 2015 at 1:32 PM
    Quote from Sprony

    digital cabal box

    topkek

  • [WIP] de_perish

    • jackophant
    • July 9, 2015 at 12:43 PM
    Quote from Promulle
    • (I usually play on a brightness setting 1.6, on which the map does look fine for me)
    • And the theme and artwork is mostly the greatest weakness of the map so far. I wanted it to appear old, but still not boring, so i used different colored brick textures. The floor should be some kind of stone, just like the walls.
    • With the 3d skybox building, which you identified as church, it is meant to be a castle, but working with 1/16 scale makes it a bit hard to be precise in design. (in my oppinion, with my mapping skills). But using bigger scales would cost performance as far as I know, so i stick to 1/16.
    • EDIT : The boat makes sense in my oppinion, because it is at t-spawn, which so provides a way terrorists found thier way there.

    I've broken your quote down into edited chunks so it's easier to focus on my comments:

    • I can't remember what the default brightness is, but leave it on that when mapping otherwise you will have replication issues for other people (look ok to you and pitch black to everyone else).
    • "Appear old" is not a theme, it's barely even a concept for a theme. Find a setting you want your map to be in, and then you have all the reference photos and images you can dream of. I even used google maps street view for some screenshots for my own reference. It will help there be a more consistent theme. DO NOT (EVER), make your theme up, seriously ever. Even if it's based on some fantastical, alien planet, you still want references for things you want to try and do.
    • Build it full scale in a separate vmf file and copy it into your main map skybox and use the scale/rotate tool, shortcut "ctrl+m". select the scale option and make the value for x, y and z all "0.16" [ 0.0625 = 1/16 ], voila! However, I think the problem you're having with the church/castle, is due to lack of reference, not your brushwork ability.
    • The boat makes sense to you but it could just as easily be a van or car. Refer to my previous point about a theme and then choose the vehicle that makes most sense. RIght now, a boat does not.

    As a side note, you shouldn't "need to decide to keep something or not". You need to be strict with the layout, if it's a gangrenous limb you chop it off rather than letting it negatively impact the rest of the map. If you have too many routes already then remove it, if you don't have enough and it's a problem redesign it or look for an alternative solution.

  • [WIP] de_coast

    • jackophant
    • July 9, 2015 at 12:10 PM

    @Vaya I think that prop is from cs_militia, and it does look a little out of place in it's current state.

  • [WIP] de_change (Big Update 08/18/2015)

    • jackophant
    • July 9, 2015 at 11:43 AM

    the scale 1.6 maps was a lot larger as you moved faster as well, csgo on the whole requires slightly tighter pathways. I also refer to it as GoldSrc, as some of the details are very blocky, specifically the picture with holes in the wall and the rather chunky slab of angled wood.

    You've also used a lot of noisy textures in close proximity to each other and looping a lot. Like when someone wears a heavily patterned shirt with heavily patterned shorts, there's too much going on and it looks a mess.

    The best example I think you've provided of how things should look is your corridor with the B sign in it and the stack of rubbish next to the sign. Although I would probably change the floor texture, and/or rotate it to follow the hallway, not run diagonally across it.

  • [WIP] de_slate (withdrawn)

    • jackophant
    • July 9, 2015 at 10:39 AM

    I can't help myself, sorry :D...

    [Blocked Image: http://ai-s1.infcdn.net/screenshots_siandroid/3/3362/3362989_1_2.jpg]

    You've got a lot of parallel running paths, so you could easily combine most of them.

    You've also got a few paths which allow for players to double back on themselves, so you might want to redirect or close those to keep the flow right. If people know the bombsite is a certain direction, to follow a path away from it to come back to it is counter-intuitive to people playing the map for the first time. You have the advantage of knowing where everything is already so it can cloud your judgement.

    Before you do cut it down, please share an overview screenshot with bot_show_battlefront 1 active. I'm quite intrigued.

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