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  3. Vaya

Posts by Vaya

  • Valley [CSGO]

    • Vaya
    • October 3, 2016 at 1:29 PM

    I never did upload those pictures....


    Anyway! This map will potentially be descended on tomorrow night as part of the reddit playtest. This is technically an old version of the map as @Bevielis is working on improving the architecture in the main VMF. Come join and play 'spot the nodraw!' with a couple 100 picky redditors :)

    http://steamcommunity.com/sharedfiles/fi…s/?id=580106862

  • No Man's Sky

    • Vaya
    • October 3, 2016 at 11:25 AM

    so 3 month old youtube videos? noice.

  • What have you watched recently?

    • Vaya
    • October 2, 2016 at 9:58 AM

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    soundtrack in this is awesome. Mixture of motown, inst hiphop + shitloads of wutang

  • Brest

    • Vaya
    • October 1, 2016 at 10:43 PM

    hopefully retaining the greybox-feeling in the full map but the fact we're applying the artpass in a oner may change the feeling a bit. You're certainly welcome at any playtesting to let us know how we're doing :)

  • Tips on creating my map layout?

    • Vaya
    • October 1, 2016 at 1:01 PM

    If you are mapping for CSGO my preferred process is starting super simple and adding to based on playtest feedback. Maps should be lean as possible rather than overly complex and interminable

    A mistake that new DE_ mappers often do is assume that to design a map you should design the bombsites first and the rest of the map is just pathing to these- it needs to be a connected whole or the map isn't going to feel or play right.

  • Day of Infamy Mapping Contest WIP Thread

    • Vaya
    • October 1, 2016 at 12:47 PM

    @poLemin same conclusion.

  • Hitman - World Of Assassination

    • Vaya
    • September 30, 2016 at 11:24 AM

    The full game is still £40 so it's not as bad as some companies charging £40 on top of stock price for a 'season's pass' which is 70-80% filler content. *cough* fallout *cough*.

    This may lead to better quality products in general too- devs can factor in feedback on the initial releases into later ones. Not sure on the pricing - how much content are you getting for your £7?

    As long as we don't end up with 'publisher subscribing' (I think EA already tried this) then this may be a good thing for the industry and possibly even modders- Is there anything to stop Square Enix offering some sort of operation-style profit share on unofficial content?

  • What's going on with your life?

    • Vaya
    • September 26, 2016 at 1:34 PM

    best of luck @Corwin

  • Brest

    • Vaya
    • September 26, 2016 at 1:22 PM

    We tested the timings on the map last night using a local dedicated server terri is running. They work well in principle just need more cover and people to test overall gameplay

    If you are interested in some informal playtests (including your own maps) add terri or I. We'll have a couple nights between now and the end of the contest.

  • Deus Ex: Mankind Divided

    • Vaya
    • September 26, 2016 at 10:40 AM

    how to buy modern games:

    Step 1. Wait for the GOTY version

  • Counter-Strike: Global Offensive

    • Vaya
    • September 24, 2016 at 9:12 AM

    External Content www.youtube.com
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  • Day of Infamy Mapping Contest WIP Thread

    • Vaya
    • September 23, 2016 at 6:48 PM

    you must breakfast it (yes launch from /doi/bin or whatever it is)

  • Brest

    • Vaya
    • September 22, 2016 at 12:33 PM

    it might be inappropriate for the game tho

    gonna rename to chongas instead

  • Brest

    • Vaya
    • September 22, 2016 at 11:40 AM

    Team

    Vaya

    Terri

    Lizard

    Initial Layout design

    when I started thinking about potential layouts I had a couple of visions in mind- having played sniper elite v2 a couple of months ago I really liked the idea of longer ranged combat over courtyards and town centres. This was the point it was decided the map would take place in some sort of township

    We decided to use terri's csgo map's layout as an initial template as this was a similar french-town theme and I could envision a number of the areas rebuilt to fit DOI's gameplay. Obviously the map was far too small for DOI so I rescaled the whole map by 4X. This formed a decent, if slightly janky, framework to start implementing paths and gameplay areas on- the structure is there but we need to make it work for DOI

    Theme

    From wikipedia:

    In the Second World War, the Germans maintained a large U-boat submarine base at Brest. In 1944, after the Allied invasion of Normandy, the city was almost totally destroyed during the Battle for Brest, with only a tiny number of buildings left standing. After the war, the West German government paid several billion Deutschmarks in reparations to the homeless and destitute civilians of Brest in compensation for the destruction of their city. Large parts of today's rebuilt city consist of utilitarian granite and concrete buildings. The French naval base now houses the Brest Naval Training Centre. A wartime German navy memorandum suggested that the town should perhaps serve as a German enclave after the war.


    I saw quite a lot of potential in this City as it gave a lot of location options:-

    • A port
    • A Uboat command centre
    • There's a river snaking throughout the city
    • destroyed buildings (we can tweak depending on the time during the siege we've chosen)
    • Germans were well entrenched in Brest before the invasion so we can show this.

    We currently plan to have each capture point/spawn in a thematically unique area. Unlike maps currently in the game the CPs will all offer logical story-driven advantages to hold - IE the cities port or the main bridge over the river


    The name of the map is still up for debate. phonetically the name of the city sounds a little too close to 'breast'...

    Current progress

    - Terri rapidly building a library of awesome themed props for detailing out the areas. Each area will contain unique 'hero props' (see making of agency article) to help orientate players.

    - I've completed overall connector/pathing design with some super ugly detailing. (once I've completed the next compile this will be added on this thread)

    - Lizard is using the VMF template to start an art pass. This stuff is looking amazing.


    Next steps

    - confirm timings of CP points are fair for both teams and other team cannot 'interrupt' initial capture.

    - playtest, playtest, playtest

    - implement some of lizard's artpass with terri's props.


    [Blocked Image: http://i.imgur.com/b6JjGAN.jpg]

    [Blocked Image: http://i.imgur.com/WpMF2y5.jpg]

  • Want Help Building / Upgrading a PC?

    • Vaya
    • September 22, 2016 at 8:59 AM

    'not a note 7' is my advice :)

  • Day of Infamy Mapping Contest Discussion

    • Vaya
    • September 21, 2016 at 5:00 PM
    Quote from Sprony

    53 minutes ago, Sprony said: I'm very disappointed :(

    Mine is coming! just got to make sure I don't break up the greatest band since the beatles ;)

  • Day of Infamy Mapping Contest Discussion

    • Vaya
    • September 21, 2016 at 4:04 PM
    Quote from Sprony

    20 hours ago, Sprony said: It's open so post away. I expect 300 threads by morning!

    errrrrr :P


    I'm gonna confirm with the rest of the team what we're sharing. We have a lot of super cool ideas that could easily be copied.

  • Day of Infamy Mapping Contest WIP Thread

    • Vaya
    • September 21, 2016 at 8:38 AM
    Quote

    Quote Is anyone else struggling to figure out a location or battle? It seems like all the best ones on the western front are already in.

    There's still quite a lot out there. Looking at what you've done so far you could easily set the map in some nodescript french farmland @ dawn and still have a pretty strong theme

  • Day of Infamy Mapping Contest WIP Thread

    • Vaya
    • September 20, 2016 at 11:12 AM

    [Blocked Image: http://i.imgur.com/A05S564.jpg]

    [Blocked Image: http://i.imgur.com/2FPSJpe.jpg]


    Couple early (v early!) screens from the Terri/Vaya/Lizard coalition force. We're taking a super aggressive agile approach and making large leaps with every build due to the timescales involved. (scale of stairs is mega off here- we'll fix later ;)


    Workflow is more fun than CSGO just now! Easy to make broad strokes and not have to worry about things such as angles and headpeeks :D

  • Overwatch

    • Vaya
    • September 19, 2016 at 1:37 PM

    lol Volskaya gets the most hate in our mapcore games. More around cap point B than anything. Interesting that it's your favourite!

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