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  3. El_Exodus

Posts by El_Exodus

  • [CSGO] Engage

    • El_Exodus
    • August 5, 2020 at 5:02 PM
    Quote from Interfearance

    15 hours ago, Interfearance said: I would enjoy this map, but as soon as I saw the enemy's playermodels the effect was ruined and I was no longer immersed in the hyper realistic world of csgo. Soon after I noticed that you failed to replicate a vehicular assembly line that would function efficiently in real life. Additionally, there were several violations of workplace safety regulation that I spotted throughout the factory that made it difficult to aim because my whole body was convulsing. I understand that you care about "gameplay" and all that other soft crap but I would like if you recreated a real car factory with local workers and special forces (preferably a night mission).

    Good day

    You must be trolling. Please tell me you are..

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • El_Exodus
    • March 16, 2020 at 7:23 PM

    HELL YEEEEE MY BOIIIIS ❤️❤️❤️❤️❤️❤️❤️❤️

    This is some great news!!

    Congrats to all the others! :)

  • Counter-Strike: Global Offensive

    • El_Exodus
    • February 24, 2020 at 11:37 AM

    This is the type of content I expect on reddit.

  • Jingshen

    • El_Exodus
    • February 21, 2020 at 8:28 PM
    Quote from Ringel

    4 hours ago, Ringel said: Beautiful map! The content cannot be displayed because you do not have authorisation to view this content. Feedback: You got no shoutoutnames because your nav mesh has no placenames. ^^

    [snip]

    Great work guys!

    The place names are on the list, but I currently prioritize my time into improving gameplay. It'll come down the line!

    The other stuff is fixed, thanks :)

  • Graveyard

    • El_Exodus
    • February 12, 2020 at 4:15 PM

    When I played the map I had a few concerns

    The long outside route towards A was veeery long. It was so long that it wasn't really viable to use apart from some unexpected flanks.

    The clipping really made it hard to focus on fighting the opponents. It was often a PvE fight to get in certain places.

    Then the timings for B were a tad too quick for CTs as well. You can push out and frag Ts which are still on the hill running up. Felt a bit cheeky

    Generally, some areas felt a bit underdeveloped in terms of options. When I think of maps taking place on a carrier, I kinda expect a 50/50 mixture of long range and CQB. The CQB part was a bit missing imo. Even indoors I had that feeling. Your very unique setting for the theme allows to balance the range of battles quite nicely in theory. Outside: Long range, Indoor: CQB. Maybe you can play around with that a bit more

    In terms of visuals: Considering the carrier stranded (years ago?), I wish there were a lot more wear to it. Rusty metal, sheets of rusty metal hanging around, scavanged electronics inside etc etc. There's a lot of crazy stuff you can do.

    I certainly have to play more so I can give more precise feedback. This is just the overall feeling I've got from that one game.

    The map's got a sick theme and I'd love to see it become the best it can be. You got this ?

  • [CS:GO] Exotic Places Contest TOP 10 FINALISTS

    • El_Exodus
    • February 10, 2020 at 4:36 PM

    Very happy to see Jingshen on the list :) Congrats to all the other finalists!

    Now onto polishing

  • Jingshen

    • El_Exodus
    • February 2, 2020 at 6:16 PM
    Quote from OrnateBaboon

    On 1/31/2020 at 8:41 PM, OrnateBaboon said: Nice map! Easy to learn, with enough options to remain interesting. Great theme as well. I found some issues.


    Spoiler


    This is really nice, but maybe you could have some boats here or something to make it look like the Ts arrived by them.


    Spoiler


    This wall texture is really old. I think it is a HL2 floorboard texture. For those who recognise the asset - it was also used in CSS and DOD, it looks strange.


    Spoiler


    Shadow issue.


    Spoiler


    Tree on the right pops in and out of view.

    Display More

    Thanks for the feedback! There are actually two dinghys in the water next to T spawn already :D The wall textures are on the list to get an overhaul soon ? The tree and other issues with popping in-n-out objects is fixed, thanks :)


    Quote from Freaky_Banana

    On 2/1/2020 at 12:57 AM, Freaky_Banana said: I also really enjoyed walking around the map! Nailing the use of rocks and foliage all over. However found some weird things here or there:

    Spoiler


    opinion: To me the temple looks a little visually confusing. It has many different very dark colors and is not particularly well lit. For this reason to me it wasn't very appealing as a path and also quite hard to know where encounters with the enemy might be in terms of depth (lack of shadows because dark) (probably relevant for retakes). A simple light in the temple should fix this.

    Spoiler


    When running into this cratestack it bumps you up onto the lower of the two crates. Maybe just make nonsolid and use clip brushes?


    Spoiler


    The window is really hard to see. Hard to imagine a CT's head will stand out very well against that background. Might also be frustrating to players who don't know the level that well, because it is in a sort of unexpected spot.

    Display More

    Also thanks for the feedback! We will continue to work on the lighting, that's for sure. We'll have a look at the gazebo lighting as well then :) The cratestack in mid is now clipped ? I improved the visibility to the window slightly, but there will need to be another visibility pass to ensure the best possible experience for players.


    Keep the feedback coming! We won't stop improving the map until it's the best it can be :)

  • Jingshen

    • El_Exodus
    • January 31, 2020 at 6:41 PM

    Welcome to Jingshen!

    Jingshen is a fictional small village in the beautiful landscapes of Asia. It may seem like a quiet and peaceful place - but watch out! There is trouble on the way to bring mischief and destruction. It won't be quiet anymore very shortly.

    Jingshen is a bomb defusal map which was designed to deliver a unique playstyle while being just familiar enough allowing new players to pick it up quickly.

    Brought to you by @Freyja (Environment Art), @Lefty (3D Art) and @El_Exodus (Level Design)

    Download the map here: https://steamcommunity.com/sharedfiles/fi…/?id=1984637676

    Overview:

    More Screenshots here:https://imgur.com/a/nOCp3ls

  • [CS:GO] dz_junglety (Danger Zone)

    • El_Exodus
    • November 27, 2019 at 1:18 PM

    Some of my impressions from playing the map a dozen or so times during the last week:

    • Collision on many models is very poor. Rocks are the biggest offender here. And the crane. Tried shooting through it and although there being a huge gap, bullets were blocked. Frustrating
    • Performance: Despite being on a high end system, I still get stuttery mouse movement when being around the center of the map. I've seen you used limited render distance of models a lot already, but that still doesn't do the job very well. (Sometimes objects disappear too early btw. Shot a guy who thought he's behind cover) I guess you need to look into combining props to reduce drawcalls.
    • Freedom of movement feels quite limited at times. The little fences blend well with the background and block me all of the sudden when I'm focused on other things. Some areas are not easy to get out of since there are limted options. When you play blacksite for example, all areas on the map are designed in a way, that you can jump from point A to B which gives you TONS of possibilities to change your position. Doesn't feel the way on your map.
    • Water is too deep in gameplay areas
    • Dark rocks don't really fit the visuals. They need to be brighter to fit the environment more
  • DE_CACHE (new version)

    • El_Exodus
    • October 15, 2019 at 9:39 AM
    Quote from monolith

    4 hours ago, monolith said: It was actually a joke within the community at one point that soon the self-boost on Cache would become easier. Now it seems to be reality. It should be a little bit understandable why it would make those players deeply disappointed. So I'm posting on behalf of the community. People want challenge.

    If any pro does the new self-boost in an event, it won't be as exciting anymore because it's so easy to do now.

    Many still can't make the first jump. So calm your banana.

  • Mapcore FACEIT Hubs

    • El_Exodus
    • October 5, 2019 at 3:24 PM

    Hey people,

    as some of you might have seen we're expanding our Mapcore Hubs on Faceit to South America, Southeast Asia and Oeania.

    That means we're going to need help from the community to get these running smoothly. If you're interested to help out as a moderator, please go ahead and fill out this form :)https://docs.google.com/forms/d/e/1FAI…nnavRw/viewform

  • Swamp

    • El_Exodus
    • August 11, 2019 at 5:38 PM
    Quote from untor

    On 8/10/2019 at 12:18 PM, untor said: Swamp autocombine of props Hi Mapcore! Today, I want to show you, great stuff!I finally figured out the issue of auto-combination of props_static. I have a many props environment, tree, woods construction and others, and all built on a modular system. And I initially wanted that, as a result, they were clustered. But without the final problems and mistake at release.

    What's your process of that if I may ask?

    I thought autocombine turned out unusable for us non-Valve plebs. Would be cool to see how it's done properly

  • Call of Duty: Modern Warfare (2019)

    • El_Exodus
    • August 2, 2019 at 1:36 AM

    Watched the reveal earlier and I have to admit that it looks so much better than I expected. It seems to be the COD after many years, which will actually deliver something new. I like.

    Definitely will jump into the beta when it's there and see for myself.

  • de_Vice

    • El_Exodus
    • July 31, 2019 at 12:01 AM

    Man the lighting still hurts my eyes.

    Try to get a natural lighting with light_environment going first. And only when that's natural, start adding your neon lights to the map. Right now I wouldn't want to load up the map ingame tbh.

    Use your references properly and analyze why they look the way they look.

  • de_orbit

    • El_Exodus
    • June 27, 2019 at 12:11 PM

    I'm aware it's not easy to pull off and I might be nitpicky here, but artificial gravity won't work like that. The rotational force should push you in radial direction instead of axial direction as seen in your map.

    So if you'd rotate the rotation axis of the station 90° and put the playable area of the map in an area where the centrifugal force would actually push the players against the floor, the whole concept could at least be plausible. Additionally, a rotating skybox (planet/moon/stars) could fake the impression that the playable area would rotate around the central station axis.

    Might be worth experimenting with that stuff while it's still a greybox.

  • Anubis

    • El_Exodus
    • June 20, 2019 at 12:28 PM

    Looks a bit large judging by the radar. 'Greybox' is looking darn sweet tho ?

  • The dos and don’ts of CS:GO level design

    • El_Exodus
    • June 10, 2019 at 3:25 PM

    New contest, new update!

    Took the chance to get the rework in a presentable state. Might be changing it further in the coming weeks depending on feedback. We'll see I guess.

    The dos and donts of csgo level design - 2019-06-10_2.pdf

    There is also a Steam version of the guide if you prefer that:

    https://steamcommunity.com/sharedfiles/fi…/?id=1110438811

    Files

    The dos and donts of csgo level design - 2019-06-10_2.pdf 3.09 MB – 208 Downloads
  • Site Changes and Feedback

    • El_Exodus
    • January 20, 2019 at 3:34 PM
    Quote from TearsOfPirates

    5 hours ago, TearsOfPirates said: I know this may be a bit picky, but it'd be nice to follow up directly to the newest unread post of a thread with a click of a button like this [Blocked Image: https://i.imgur.com/CzffKlx.png]instead of manually looking up which post is the newest.

    click on the dot/star left of the thread title. it jumps to the first unread post.

  • Opal

    • El_Exodus
    • January 19, 2019 at 8:01 PM

    Just played it and have to agree. The routing and overall spacing of the layout seem off. The underground area is also not really fitting in my opinion. It takes too much space of the map and doesn't really fit the theme of the map. I think you'd be better off removing the underground area and go for a less vertical approach to the layout. The 'daylight' visuals are promising so having this huge underground area doesn't feel like a good idea.

    Due to that and the size it feels like a maze from time to time. Especially rotating between the sites feels mad. Also the encounters between players are a thing to improve on. Revisit cover placement and chokepoints.

    Oh and the stairs would look much better if the steps were less high :D And the water texture doesn't seem to be packed right. It appears black.

    tl;dr: less complex, more horizontal layout approach to get better visuals+gameplay.

  • Counter-Strike: Global Offensive

    • El_Exodus
    • December 18, 2018 at 11:14 AM

    @FMPONE I don't think this mode needs to be tweaked towards competitive gameplay. It's a surprisingly fun casual game mode in it's current state. Since competitive CS evolves around defuse maps anyway, it's good to have more relaxed, casual modes in the game as well.

    However, it'd be quite nice to see guaranteed amount of crates per hexagon on the map. The locations could still be random, but you would know that "there is somewhere a gun, boiii" and have to find it.

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