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  3. jackophant

Posts by jackophant

  • [CS:GO]de_nerone

    • jackophant
    • June 19, 2015 at 3:19 PM

    You'd be better to show an overlay that has full vision of the paths rather than roof textures to make paths clearer, as you still missed the route under bombsite B.

    Yes Fnuggi usually wrecks everyone and it's not hard to plant a bomb when everyone is dead (in fact I remember one bomb plant when I was CT because I couldn't get to it in time as I had to follow a weaving route which didn't take me to the bombsite). but that doesn't change how imbalanced the CT defense was. As you can quite clearly see from your pathing, CTs have a wealth of movement and T's have very little scope for rotation.

    Think about the scenario that Ts are trapped outside A, and want to rotate to B asap. They either run via the underground mid are where CTs can quite clearly see them if they haven't already pushed or they run via T spawn. That rotation time is absolutely awful.

    Don't get me wrong, I love the detailing you've been doing, but you should really hold horses on it and fix your layout.

    Good luck.

  • [CS:GO]de_nerone

    • jackophant
    • June 19, 2015 at 10:20 AM

    I don't think it's the number of lanes, it's how much they weave as well as the distribution. You also don't highlight all the possible routes as you've missed the CT route to the bottom of the map through some sort of apartments, and a route from A site to meet CTs on mid again. I'm pretty sure there are more as well, so can't try and oversimplify your map to us. Additionally, we are the people who play it and if we find problem in it, other people will to.

    [Blocked Image: http://i.gyazo.com/1d0a1a6b1f6cdc2add0e2c2bc17051ff.png]

    That bridge position for CTs is way too strong, you just have to sit back and pick Ts off through a tight chokepoint.

    Underground mid is ridiculous, as well there being a "head peak" on the box which allows CTs to dig in very easily. The corridor is too narrow for Ts extra entrance to really make a difference as one smoke blocks both off anyway.

    B is just... Huge. It's like awp_india. It has the same problem as main route to A, a tight chokepoint that leads into an open area where CTs can sit far back and pick Ts off. tbh, therein lies the biggest problem that both main routes to each bombsite play exactly the same, you should try more variety.

    Please someone correct me I'm wrong, but I don't remember the bomb ever being planted either.

  • de_kp_labs

    • jackophant
    • June 19, 2015 at 9:57 AM

    It's also very flat. The only obvious height change is in T spawn, as soon as they climb the stairs the entire level is flat.

    There are also a lot of long sight lines criss-crossing the map.

  • Source 2!

    • jackophant
    • June 18, 2015 at 12:10 PM

    hmm... I need to learn me some LUA. When this comes out for CSGO, I have some ideas lined up

    And the fact that it will (more or less) utilise all the hardware you can throw at it

    • Reborn Pt.1
    • Reborn Pt.2
    • Reborn Pt.3
  • [CS GO SDK] func_button entities do not function properly when riding in the func_tracktrain they control.

    • jackophant
    • June 18, 2015 at 10:11 AM

    If you're trying to move up and the character is "weighing it down" or blocking it, try the movement horizontally to see if it has a different effect.

    Essentially identical is not identical.

  • ATTN: New Map Makers!

    • jackophant
    • June 17, 2015 at 2:19 PM

    Added more! At this rate I'm going to need to curate the content.

    If anyone sees anything missing, please don't hesitate to say and I can do my best to find a resource for it.

  • [WIP] de_Pository

    • jackophant
    • June 17, 2015 at 1:56 PM

    for the lighting you can just use hovering light entities of reasonable brightness which are preferably not stark white as it's a little harsh, and you didn't need to set up all the props as well. alternatively you could just not have any ceiling for now and have the environment light shine in.

    stop telling me what you're going to do and just go do it :P

    check the stickied post in this forum by me, it's a resource dumping ground. One person even has a link to "Ben's realistic multiplayer design bible" which i can't recommend enough!

  • [WIP] de_spice (playtest tonight at 9pm CET)

    • jackophant
    • June 17, 2015 at 1:06 PM

    It's never too late

    Quote

    We all want progress, but if you're on the wrong road, progress means doing an about-turn and walking back to the right road; in that case, the man who turns back soonest is the most progressive

    - CS Lewis

  • [WIP] de_Pository

    • jackophant
    • June 17, 2015 at 12:54 PM

    Nice documentation.

    I think for development you may have overdone it on the lights. I also think you callouts are misleading. (long A is definitely shorter than "short"). You've created a lot of long angles, and I'm not sure they're going to play how you may think they will. Right now I'm looking at a massively aggressive CT sided map where they spawn so close to bombsites they can push right past them and have very long sight angles to hold with AWPs.

    Have you done any work on timing yet? To get an idea of conflict zones, providing you have spawns for both team, type "bot_show_battlefront 1" into console. The orange areas marked on the nav will be where team clash if they were to charge at each other. I say this because you don't have an obvious separation of which side belongs to which team.

    Also, regarding the name, someone else post on here a bit before you with the same name:

    [Blocked Image: http://i.gyazo.com/717c871da881fae9b47cae34cf6e45f7.png]

    I have suggested to both of you to change the name. It's the epitome of "default counter strike map name". Try and find a catchy abstract term that is preferably relevant to your map through theme or setting.

  • [WIP] de_electro

    • jackophant
    • June 17, 2015 at 12:43 PM

    I was also going to suggest changing the name as it's incredibly generic. Then, as luck would have it, this happens:

    [Blocked Image: http://i.gyazo.com/717c871da881fae9b47cae34cf6e45f7.png]

    Put some real thought into your setting and name, I'm going to advise the other party to do the same.

  • [WIP] de_electro

    • jackophant
    • June 17, 2015 at 12:20 PM

    it's not hard to take screenshots buddy! just hit f12 a few times and when you exit csgo and the image uploader appears, go to "show on disk" and then drag and drop all those files into an imgur album, then copy pasta here.

    ez pz lmn sqzy

    for people like me at work, i can give more basic feedback without jumping into the map (because I can't), it's also nice to know what i'm going to look at.

    welcome to mapcore and don't forget to check all stickied posts for tips and tricks :)

  • [WIP] de_spice (playtest tonight at 9pm CET)

    • jackophant
    • June 17, 2015 at 11:33 AM

    You shouldn't need Vaya to point out which textures are off. You need to find some solid real world references for the area you want your map to be based in. If the stock assets don't cover it, you might want to change your theme.

    When you have those reference pictures, look at them and your map and see what differs. Always work from a reference. As is the case with art, draw what you see, not what you think it looks like.

  • [CS GO SDK] func_button entities do not function properly when riding in the func_tracktrain they control.

    • jackophant
    • June 17, 2015 at 10:05 AM

    Have you tried reorganising it to move horizontally?

    Or perhaps the buttons have different logic?

  • Autodesk Fusion 360 (Free!)

    • jackophant
    • June 17, 2015 at 10:00 AM

    I saw this out on twitter, and I wondered if anyone here had any experience with it?

    Just trying to make people aware of it as well. I haven't installed it yet, but the impression I get is that it seems more for technical design than 3DSMax. Oh, it's the new cloud version of Autodesk Inventor!

    Either way, here was the tweet:

  • CSGO Map Compiling/Beginner Questions

    • jackophant
    • June 16, 2015 at 5:47 PM

    Yeah, it was added ad hoc for the contest, perhaps post competition it will can moved.

    I hope it helps :)

  • [WIP] De_selva

    • jackophant
    • June 16, 2015 at 5:43 PM

    I'd avoid putting vegetation in the middle of an area by itself. CSGO tends to play better when foliage is on the fringes of gameplay. If you actually want cover there, but a box down first and then have the plant next to it if you must have it at all.

    Vegetation is very easy to overdo (de_orion), and use imporoperly, so be careful.

  • Final Fantasy 7 Remake AKA I'm Buying a Ps4

    • jackophant
    • June 16, 2015 at 5:13 PM

    I don't know how people can be so excited for a remake. Not having ever been part of a development myself, this just seems like a lazy/safe option... I would much rather see a new game, sequel or otherwise.

    I would be so pissed if after all this time Valve were to unveil a new game and it's a fucking remake of HL1 as they are about the same age. Don't get me wrong, I loved the shit out of HL1, but a remake...

  • CSGO Map Compiling/Beginner Questions

    • jackophant
    • June 16, 2015 at 4:41 PM
    • the quickest, easiest method for nodraw is apply it to everything
    • then using the face edit tool, only texture the faces that are visible to the player

    basically, with func_detail, you want your rooms to be as square as possible. Any brush work that stops that by jutting out, you want to func_detail it otherwise it creates longer compiles (incrementally across the whole map and depending on the complexity of the object).

    If you refer to the stickied post in the mapore contest, it has everything you need to help you, especially if you want your map to take part in the contest :)

  • Unravel

    • jackophant
    • June 16, 2015 at 11:16 AM

    I'm quite excited for unravel. Definitely going to buy this for the mrs.

    Cuphead looks amazing, haha. popeye meets metal slug

  • Fallout 4

    • jackophant
    • June 16, 2015 at 10:48 AM

    I think those areas they were showing being cleared up then become the settlement?

    It's a nice tower defense element and I want to build something awesome with the electrics.

    Any word on multiplayer/coop? :(

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