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  3. jackophant

Posts by jackophant

  • Going to the gym is like a korean MMORPG

    • jackophant
    • July 9, 2015 at 10:05 AM

    @blackdog ah, the dreaded sweet tooth! I too am familiar with this curse... I envy people who feel sick when eating too many sweet things, and I just sit there and demolish a selection of whatever it is like a monster :(

  • [WIP] de_slate (withdrawn)

    • jackophant
    • July 8, 2015 at 10:09 AM
    Quote from MaanMan

    Your map is very complicated and confusing. I recommend trying to simplify the layout or changing the name to de_Picasso. de_escher

    FTFY

    It looks nice in the screenshots, but perhaps in the overlay you can black out any untraversable routes to make it simpler to read. Regardless, I think the layout needs to be simplified:

    Too many routes = too many flanking = too many salt

  • [WIP] de_perish

    • jackophant
    • July 7, 2015 at 5:44 PM

    I realise it's a night time map, but it's still a little dark.

    Your pathing looks quite complicated as well (and redundant if Ts can go through that connector on the bottom left corner).

    What's the theme meant to be? I'm seeing a lot of different coloured houses, a boat, and a rather large church?

  • de_strada

    • jackophant
    • July 7, 2015 at 5:41 PM

    I'm glad you enjoyed it! :D

    Nothing you've mentioned has been altered for the next version so far, except for maybe the garden>squeaky route to A. The window has been replaced by a pathway which blocks LoS to mid, so sneaking is possible unless CTs get fidgety and restless.

    The open rooftop on A has so far not caused any game breaking problems. It's a bit of a wildcard, and we've tried to keep it as exposed and dangerous as possible. it's a position that seems to work occasionally when you catch people off guard, but repeated use will end badly for CT. T's are able to boost up there via missile pods close by, or by jumping from boxes on A site. They can also hide the T side of the window out of sight for a cheeky angle, or they could push the ladder and hold aggressively. It's set far enough back that you shouldn't be able to camp an obscure angle in an after-plant position.

    The "main" B route, is quite wide yes, but it's not impossible to smoke. The tighter chokepoint is between the arched building and the box with a slight angle cut out of it. We were allowing for T's to smoke their way in and split from that route, similarly to how cache plays with the chequers/vent area. That was what we intended anyway, if it plays differently we ofc have to address that.

  • [CSGO] Using custom models in .kv file

    • jackophant
    • July 7, 2015 at 5:31 PM

    how large is the file size of all the models? Don't forget you'll have to pack them into your bsp as well.

  • de_strada

    • jackophant
    • July 7, 2015 at 5:02 PM
    Quote from Vaya

    Interesting change it mid/garden.

    Trying as 2 tier mid approach. Seemed to make sense as we couldn't balance the garden. My only concern right now is the ease of backstab from CT, but if Ts are coordinated, it shouldn't be an issue at all (as would be the case for any other map)


    Quote from Guni

    I think the layout is good, even if it is "Generic", why re-invent the wheel if it works?
    Most gamers want to jump into something that feels familiar and easy to navigate it, people don't like change unless it benefits them haha.

    Thanks, in the couple of playtests we've had so far, people seemed to settle very quickly which I would hope is a plus!

  • [WIP] de_tempo

    • jackophant
    • July 7, 2015 at 4:00 PM

    hahaa, it's my screenshot tool, ShareX. from taking the screenshot it has a whole list of events that happen including uploading it to imgur and shortening the URL, copying it to my clipbaord and ofc watermark it... I keep meaning to remove it :D

  • de_strada

    • jackophant
    • July 7, 2015 at 3:36 PM

    Little pre-playtest tease:

    http://m.imgur.com/a/lb46K

  • [WIP] de_tempo

    • jackophant
    • July 7, 2015 at 2:43 PM

    @therealm1st CTs having extra time is irrelevant. This is what I would call 1 way cover.

    You can see from this expertly detailed diagram how the advantage favours those down the ramp:

    [Blocked Image: http://i.imgur.com/LRz0uH4.png]

    T's have significantly more cover, and unless CTs are on top of them they have a great advantage. The further back CT are the stronger it is. You could counteract this by making the whole length of mid a gentle slope, but that doesnt always fit in to the map.

  • cs_hospital

    • jackophant
    • July 6, 2015 at 5:23 PM

    If it's a CS map, why are you making the Ts run all the way to the hostages? Why not just let them spawn nearby them?

    You could design the map to make it disadvantageous for T's to push like cs_office is. If the T's push they are cut off from help orare in large open areas with limited cover.

  • MapCore Meetup London - Saturday, 25th July 2015

    • jackophant
    • July 6, 2015 at 2:21 PM

    Hi guys, @MaanMan is going to be passing through London July 25th this year and we were going to meet up and share a couple of pints or something.

    We thought we'd extend the invite to any other mapcorians in the nearby areas!

    Depending on who is available I thought we could work out some equidistant point we can all meet.

    Any takers?

  • de_wharf

    • jackophant
    • July 6, 2015 at 12:10 PM

    The sooner you post for feedback, the better!

  • [WIP] de_tempo

    • jackophant
    • July 6, 2015 at 10:24 AM

    FYI, you don't really need to reserve posts here, you can fill your OP with so much it's irrelevant.

    The scale of the map looks OK, if not a bit simplistic. Bombsite A looks to have too many entrances, and mid seems to exposed on both sides. I can't quite tell which way the stairs go on the T side of mid, but if they lead up into mid, then Ts can use an unfair headshot angle against the CTs.

    Please provide screenshots, an overlay is not enough.

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

    • jackophant
    • July 6, 2015 at 10:19 AM

    Perhaps you could upload an image of your overview somewhere? It's hard to judge the map from screenshots of it's detail, but regarding detail, I would say it feels very "GoldSrc" and subsequently you might want to look at some tutorials for detailing.

  • cs_hospital

    • jackophant
    • July 6, 2015 at 10:13 AM

    Right off the bat I can see that the loooooooong route at the bottom would just not be nice to play with.

  • [WIP] De_Lucca

    • jackophant
    • July 6, 2015 at 9:56 AM

    @blackdog I wasn't suggesting you were insinuating anything

    @BussianRanana changing the lighting would make the map look a lot better immediately. You've got long dark shadows cast over everything. Maybe increase the angle of the sun, and have an area of your map where the buildings are lower so it's not all bathed in shadow (you really shouldn't need those light props to be working during the day).

  • [WIP] De_Lucca

    • jackophant
    • July 4, 2015 at 11:10 PM

    It's a beautiful city, and we won't be the only people in the world to draw inspiration from it, but it was a working title and we changed the name to strada.

    I'm of the opinion that a map should never share the name of a place, even as namesake. It creates an impossible level of comparison that very few people have the ability to match, and even then I have my personal doubts as the name should always be abstract and hint to its location through language.

  • Space game needs a name

    • jackophant
    • July 3, 2015 at 5:32 PM

    @Vilham Does Rick have a track record of this? I've only see him post the making of, otherwise naught from him since I joined. An elusive troll?

  • Fallout 4

    • jackophant
    • July 3, 2015 at 4:32 PM

    I can't believe they left android out like this... Stupid move.

    It's due in a "few months" :?

  • [WIP] DE_Lojus

    • jackophant
    • July 2, 2015 at 5:58 PM

    That mid window/vent screams mirage at me. You say industrial zone with some offices, yet I see plaster, with office tiled ceilings and green spaces with nice fencing and then chinese lanterns underground with barrels and stacks of hay? wut?

    Your map has an identity crisis which urgently needs addressing, but I also fear your layout is a little off... Removing those vents would make it instantly more viable, and then tweak it from there with playtests.

    Good luck

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