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Posts by jackophant

  • de_markt

    • jackophant
    • June 26, 2015 at 11:41 AM
    Quote from strangemodule

    I decided to de-rust

    1v1 me rust m8, ill bloody rek u, cheeky skrub lord, i swer on me mum thet ill bloody 420 no scope u across the map, mountain dew dorritos style.

    But in all seriousness, what's up with the lighting? Those yellow blobs are a little... broken?

    The layout seems OK from what I can make out, but it's far too dark in the overview to really be certain. That long staggered route coming down from T spawn looks little too long if I'm honest, and CT's will be able to get further along it than T's will, trapping them.

    When you next compile, run "bot_show_battlefront 1" and it will show you on the navmesh where the "chokepoints" are. In reality they probably won't be in suitable chokepoints, but it's a method to help you work the orange areas you will see into a chokepoint, by changing the brushwork and/or moving the spawns.

    I get that you want to set the event in the evening, but I'd look at maybe more dusk and lighten up the sun_environment, or make some seriously good lighting, because right now it looks too dark, and people are going to be lurking in the shadows which isn't very fun.

    You should post this up on the workshop so people can run around it at least as you haven't really provided sufficient screenshots.

  • [Freelance] Looking for a CS:GO Map Dev

    • jackophant
    • June 26, 2015 at 11:14 AM

    You're scheduled to host a show match for the ongoing MapCore/Reddit mapping contest. Until then, a lot of people will be busy with their entries, unless any of the operation mappers might be interested.

    But basically what I'm understanding here is that you will offer money for non-standard maps to be made exclusively for you, and airtime for us to feature an advert of our own map if things go well?

  • What is the place of scientists/engineer in the gaming industry ?

    • jackophant
    • June 25, 2015 at 7:19 PM

    It's not so much game specific but people can make assets for the unreal engine market place as well as unity assets.

    imo valve have struck community sourced gold, it's a profitable model that other companies will want to implement to help expand their game at a faster rate than they are able to, while providing kick backs for the community members who create them.

    There will be more opportunities mark my words!

  • What is the place of scientists/engineer in the gaming industry ?

    • jackophant
    • June 25, 2015 at 6:02 PM

    @laminutederire not at all, all I'm suggesting is that it doesn't matter what your occupation is for you to be able to do this. Ofc, the less time your job consumes the more time you have for mapping :P

  • [WIP]De_Calamari (Final released)

    • jackophant
    • June 25, 2015 at 5:44 PM

    Mapcore Playtest

  • What is the place of scientists/engineer in the gaming industry ?

    • jackophant
    • June 25, 2015 at 5:31 PM

    @leplubodeslapin I still think there's some confusion here.

    I'm talking about a situation entirely separate from education. You could sweep streets all day for a living but still learn how to use Hammer, Blender, 3DSMax, Photoshop, etc, and still earn money from it without being employed by a company in the games industry.

    You could be 70, and retired from a bank job your entire life and rather than typically take up gardening as a retirement hobby, start making maps and assets and also earn money without being employed by a company in the games industry.

    As far as I'm concerned these days, all you need to "be in the games industry" is a computer with an internet connection and the will to make something for a game. There are plenty of resources online to learn how to do it all yourself, regardless of any education you do or don't have.

    I simply have a mild advantage of your average person because of what I chose for education, which I can guarantee was nowhere near as fruitful as you would be led to believe.

  • CSGO Map Compiling/Beginner Questions

    • jackophant
    • June 25, 2015 at 5:21 PM

    @NihiL displacements don't block vis either, and consequently need to be supported by something like a nodraw brush underneath them. This could be the root of your problem where the visleaf you are in can see other visleaves under the ground.

    If it was an issue of height you would probably have this more over your map, but seeing as you are standing in a depression made of a displacement it's worth looking at if you haven't already.

    Loading the portal file into hammer is really useful for debugging this sort of thing as you can visualise which leaves are attached to what. It's a bit manual, but it's helped me in the past. There's also a cvar you can use in game, but it escapes me currently. I think it's r_showpvs with values 1-3 or along those lines.

    r_lockpvs as Squad mentions below.

  • [WIP]De_Calamari (Final released)

    • jackophant
    • June 25, 2015 at 1:20 PM

    Yeah, that seems OK, it's just a compact map then!

    That bridge over mid route between A and B looks like a devastatingly flank though.

    Have you got a playtest scheduled? It looks like it could be quite fun.

  • [WIP]De_Calamari (Final released)

    • jackophant
    • June 25, 2015 at 11:46 AM

    Firstly, I don't think a fast compile has to do as much with the lighting as your colour / brightness values for the light_environment.

    Secondly, that map looks tiny?

  • What do you think about the new look?

    • jackophant
    • June 25, 2015 at 11:42 AM

    and to further be a pain, is there any reason why we can no longer add images by URL from steam?

    I vaguely remember them working early on with the new look, but recently the "media inserter" just keeps cycling and nothing happens, so I have to upload via something like imgur first :(

  • de_strada

    • jackophant
    • June 25, 2015 at 10:55 AM

    de_strada_d2 now live!

    We're working on a few more changes, especially to mid, but this version has addressed a lot of the size and speed issues from before.

    We won't be publicly playtesting this particular version, but it's not far from what will be.

    PSA: Bell has been disabled :P

    Shiny new B site:

    [Blocked Image: http://i.imgur.com/ssx86kM.jpg]

  • (WIP) de_decline

    • jackophant
    • June 25, 2015 at 10:32 AM

    One of the first maps I playtested on mapcore. Come on dude, get it finished :D

  • What is the place of scientists/engineer in the gaming industry ?

    • jackophant
    • June 25, 2015 at 10:11 AM
    Quote from leplubodeslapin

    I agree from your point of view of computer scientist, you can use your knowledge to adapt to different fields because there is programming in this kind of fields. I personally have no chance to find anything that could get me closer to this industry, opportunities sometimes will never come and you have to adapt ...

    I was talking generally about trying to adapt. I could more easily from computer science, but I think the same stands for any level of education manipulation, as unfortunately we don't all know what we want to do when we have to choose.

    You quoted two of my paragraphs, but they are meant to be independent from each other. In my day-to-day life, I have nothing to do with the games industry, and quite honestly, the amount of ill-thought, rushed bullshit I see being churned out by a lot publishers, the less I'm inclined to want to deal with it. However, anyone with a bit of work can get into some aspect of the games industry, if only as an independent. No-one is going to start out at industry standard if they aren't already in an easily transferable field of work, but that doesn't stop people trying.

    The opportunities Valve have provided the community to publish work are unprecedented, and is a good chance in itself to build a portfolio and gain some industry knowledge, even if you are never officially featured. Following this community driven model, I know that more companies will follow this idea and there will only be more options available all the while being an automotive engineer.

    I'm sure at some point an automotive engineer will come into contact with 3D design software, which is undoubtedly useful.

  • [WIP] De_Konin2

    • jackophant
    • June 24, 2015 at 5:45 PM

    Your use of props and brushes looks a lot better, but I fail to find this compound believable.

    You've got sliding gates which open into each other, an unnecessary second tunnel, conveniently arranged cars, and doors on every exposed face.

    I'm not sure if you've done anything in the way of play testing this, but regarding detailing I would really go back and look at some reference pictures. It might sound picky regarding doors, but people are subconsciously aware of alignment like that and it's not something you can say "that'll do" to. Give some thought as to what could be inside that building and what purpose that door serves.

    Good luck

  • What do you think about the new look?

    • jackophant
    • June 24, 2015 at 5:20 PM

    Any news on the signatures?

  • What I'm Working On

    • jackophant
    • June 23, 2015 at 11:06 AM

    Map looks very nice, although the colours are a little more muted than I was hoping for.

    Can't say I'm a fan of the skin, sorry!

  • [CSGO] Crash

    • jackophant
    • June 23, 2015 at 10:03 AM
    Quote from CompoSITe

    Shit map. Not worth doing this.

    Do I detect some bitterness? ;P

  • [WIP] de_abyss

    • jackophant
    • June 22, 2015 at 6:01 PM

    wow, yeah I'd probably stop detailing and get that greyboxed area tested asap. It looks like a labyrinth and the flank will be too strong to be fun.

  • What is the place of scientists/engineer in the gaming industry ?

    • jackophant
    • June 22, 2015 at 1:54 PM

    That general 2 years followed by a further 3 years in a more specialised field sounds really good. Over in the UK up until university we do all the basic, core subjects and then suddenly you have to jump straight into computer science (which I did) with the chance of specialising in your 3rd year. I tried to tailor my course for a mixture of programming and creativity, but it was pretty rough and the staff were absolutely useless.

    What I would say though is don't necessarily look to be in the games industry. From having been in that position myself and tried to adapt my learning to cater for it, (I would say) it's much better if you let the process happen organically as you could find yourself in a job you don't like with credentials suitable only for this job you no longer like.

    Keep the mapping and level design as a hobby, and if more comes of it then great. These days there are an increasing number of opportunities to work in the games industry without having to actually be in it.

    Good luck whichever direction you choose :)

  • [CSGO] Crash

    • jackophant
    • June 20, 2015 at 2:14 PM

    @Shandy445 how about just remaking the good ones, not every piece of tat activision dumped into them?

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