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Posts by jackophant

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • September 29, 2014 at 11:52 PM
    Quote

    Playtest Schedule


    Playtest 02.10.14

    • [OPEN] <-- I can haz dis slot plz?
    • [OPEN]


    I've made a whole host of changes from Sunday, and if they are well received, I shall begin the uphill struggle that is detailing! woo! progress!!!! :D

  • Mapcore plays Quake Live

    • jackophant
    • September 26, 2014 at 4:32 PM
    Quote from Sjonsson

    I added you Jack!


    I have no friend requests? Or was it on steam?

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • September 26, 2014 at 10:12 AM
    Quote

    Another Playtest is starting now! Come join us!

    94.250.201.180:27015


    Playtest 28.09.14

    • Jackophant's DE_Stupa
    • osKo's DE_Tivoli


    I've quoted RZL from the future to provide the link for download


    Quote

    [Blocked Image: http://i.imgur.com/lODnBOr.gif]


    https://drive.google.com/folderview?id=…YkE&usp=sharing

  • de_stupa

    • jackophant
    • September 24, 2014 at 3:05 PM

    okey dokey so... Version 7 is live!


    It's more or less ready for a playtest, just want to update the radar image to what I've listed here in the thread (the in-game one is an unedited dev version)


    *SMOKEBOMB*  WORKSHOP LINK


    All the updates are dropped into the OP

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • September 24, 2014 at 12:15 PM
    Quote

    Alright, the changes have been noted. Also Jacko, this makes 3 cat gifs pls.


    Thanks, and paid in full!


    Quote

    [Blocked Image: http://i.imgur.com/el6CyjK.gif]


    [Blocked Image: http://i.imgur.com/er20Ng7.gif]


    [Blocked Image: http://i.imgur.com/1PTHCxL.gif]

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • September 24, 2014 at 11:22 AM
    Quote from Drakeee

    Apologies, can you remove my map for Thurs? I won't be available and I'm working major areas -_-


    May I humbly request ones spot in the Thursday event if this is the case?


    Quote

    Willing to bribe with cat gifs and cookies

  • Mapcore plays Quake Live

    • jackophant
    • September 24, 2014 at 11:15 AM

    Can I sign up? In-game name is: "jackophant"


    Just got it myself off steam, time to blow the cobwebs off quake!

  • [CS:GO]de_zoo

    • jackophant
    • September 23, 2014 at 2:20 PM
    Quote from Squad

    jackophant: I'll probably request a 5vs5 with a more competitive setup, if that's possible.


    I'd love to have a 5v5 playtest as I'm hoping to make my map as competitively viable as possible. I'm just trying to arrange it externally at the moment.

  • [CS:GO]de_zoo

    • jackophant
    • September 23, 2014 at 10:06 AM
    Quote from catfood

    Since this corridor is used a lot and one of the main routes maybe it would be nice if it had a stable dressing with animal sounds etc instead of a "boring" industrial look. I guess it would support the setting of the map more in terms of theme.


    I think the way it's been styled makes sense. The areas out of the public eye are often very stark so this offers a nice transition rather than shoving more zoo in the users face.


    I do think that mid is a rather overpowered choke point. The long range hut is hard to see without a scoped weapon, and there's a large degree of height to check depending how far back the CTs are in the enclosure, coupled with a lot of RZL's rushes from the underground of the aquarium. *shakes fist angrily*


    However, I do find it sometimes hard to distinguish what would work in 5v5 and 10v10, and this may be one of those 10v10 OP CT situations.


    Fantastic looking map! Can't wait to see next update!

  • MapCore CS:GO Playtesting 4.0

    • jackophant
    • September 21, 2014 at 3:11 PM

    I've had a quick peruse and I can't see anything for the 28th... Can I have a slot on the 28th for de_stupa please?

  • [CS:GO]de_zoo

    • jackophant
    • September 19, 2014 at 5:15 PM
    Quote from PaulH

    [Blocked Image: http://www.srpnet.com/environment/solar/graphics/ZooSignLarge.jpg]


    We most definitely need interactive signs! A different animal noise for each enclosure!

  • de_outpost (wip)

    • jackophant
    • September 19, 2014 at 10:26 AM

    That lighting looks so much better! But I think you still need to increase the ambient level of light, to avoid too many dark corners.


    Keep it up

  • Reakktor Studios looking for a freelance "Level Designer [UE3/UE4]"

    • jackophant
    • September 19, 2014 at 10:20 AM

    I'm not really sure how this works as I have no affiliation with the company at all, just a lot of interest in their upcoming arena FPS "TOXIKK".


    I stumbled across this job while trying to find a release date for their closed beta, and while I would love to have a job like this, I am grossly inexperienced! I know a lot of guys here use the UDK, I've seen the fantastic work first-hand so I thought I'd share this with you all!


    The position is for a Level Designer initially available as freelance, with the option to go full-time on-site after 6 months (They appear to be based in Hanover, Germany).


    Anyway, here's the link! No point me copy pasting everything when you can see it first hand: http://reakktor.com/jobs/

  • de_stupa

    • jackophant
    • September 11, 2014 at 3:26 PM

    I'm about to push a new version of the map, does anyone have anything they think I should add/change/remove? Unfortunately from the two playtests I've had, not much has been said (positively or negatively) so I'm having a hard time knowing where to go!


    Radar will be working this time!


    Quote

    I hope!

  • de_outpost (wip)

    • jackophant
    • September 11, 2014 at 3:22 PM

    Hiya, welcome back and it's nice to see someone trying a demolition map, it's a really underrated game mode!


    It looks like you might want to increase the light of your light_environment and maybe use a few more lights indoors! I would suggest light_spot to cast light at areas rather than the standard light which emits in all directions (which you may have placed a bit too close to the walls)


    Aside from the lighting, and a scale on the slightly large size, the setting looks nice for demolition! It looks a little too much like lake/safehouse atm, maybe make it a mini version of compound from source?! (but with bomb ofc) You'd definitely get my subscription to that map!

  • [CS:GO] de_<unnamed> (WIP)

    • jackophant
    • September 11, 2014 at 10:06 AM
    Quote from cr0coDiL

    But... i feel some "details" need something more. Can you help me ? Thank you in advance for posts.


    It's interesting to see the overview of the map now having had significant detailing. Speaking of which I am really impressed with how it looks! I think the blue roof tiles clash a bit with the theme as well as the chunky walls around the park (in mid?) which look like the ones from Militia.


    Coltishall church does look very nice, my grandparents are from that part of the world so I am familiar with that architecture, but would it not be out of place in this environment? Would it be cheeky to suggest you should focus your detailing from one background rather than cherry picking ideas from different cultures and eras? It might help you with your feelings towards the details.


    As always, it looks very good. Keep it up!

  • [CS:GO] De_oldbarrow

    • jackophant
    • September 11, 2014 at 9:57 AM
    Quote from Hlynur

    Now I need a little bit of help.

    A few windows (prop static) in my map have turned completely unlit and I've got no idea what the problem is. Here are some pictures:


    I also have a similar problem with two staircases in the map where the steps aren't lit at all.. Completely black. Any clue what it might be?


    Screenshot of the staircases? The underside of that roof is also completely black, and it looks like you've placed lights directly in front of the window props to try and light them?


    Did you do a fast compile by any chance?

  • [CS:GO] de_highlands (WIP)

    • jackophant
    • September 11, 2014 at 9:49 AM
    Quote from Vaya


    >Rename map de_referendum

    >skin Ts in Kilts and CT as beefeaters

    > add building damage and random distant explosions


    > Replace T's molotovs with bottles of buckfast

    > Replace T's HE grenades with Haggis

    > Replace T knife with Claymore, all have name tag: William Wallace


    Quote

    Is this bordering racism now?

  • -

    • jackophant
    • September 10, 2014 at 2:26 PM

    Not that it overly matters as my compile times aren't that long at the moment, but how fast is this compared to the default compiler?


    Regardless I think I have a duty to try this out!

  • De_tuscan beta discussion

    • jackophant
    • September 10, 2014 at 2:16 PM
    Quote from leplubodeslapin

    I can't believe that after 2 - 3 years of work you can release a beta with this kind of "bug". Also the textures are most of the time applied badly and quickly, he really should have accepted all the help people have proposed him...


    A million times yes. I don't know what his reasons were for keeping it locked down like he has, but it looks really dated. I'm also confused as to why he made it North African/Spanish, when the name already suggests another area of the world entirely.


    [Blocked Image: http://cloud-4.steampowered.com/ugc/34097587308192570/E4DC0CCFD985B216FF82FED6A8C973C46654312A/637x358.resizedimage]


    I don't want to sound bitchy but look at those boxes in this screenshot, I would expect something much more interesting and less flat. The short tree and excessive vegetation seems like a poor design choice as well.

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