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Posts by Gooby

  • MapCore CS:GO Playtesting 4.0

    • Gooby
    • November 23, 2014 at 12:58 PM

    Book me up for today, I'l upload the file later.

  • De_Summer [WIP]

    • Gooby
    • November 15, 2014 at 11:33 PM
    Quote from Void

    OK, so the first thing you need to know about designing levels for CSGO is that timing is absolutely critical to get down. The time it takes CTs to get to either site, where they physically are and what they can see at the 10s chokepoint mark. Thing like how long it takes them to get in position to watch mid, how long it takes them to rotate from site to mid, and from site to site. Same goes for the T side.


    You have to factor in timing because it also plays a big role in how you design other parts of the map and what advantages you give to the attacking/defending teams.


    You can get the timing down on your map in a number of ways, either via triggers and a little scripting, or by standing in the various positions you want to get the timing from and looking at the game clock, or by setting up spawns at those positions and restarting the match every time you reach the destination. You could also do it with friends/volunteers. I personally prefer not to use a physical stopwatch because I think it's too distracting if I'm trying to make sure that the absolute most efficient route isn't 200ms too fast or slow.


    Another way of getting the timing down is by looking at the fastest player speed: The player can cover 256 units/second with their knife out. You can do your initial blocking based on on that number p easily.

    Display More

    isn't it 250?

  • The Mapcore Mod Team

    • Gooby
    • November 14, 2014 at 12:15 AM
    Quote from TheOnlyDoubleF

    Ye about that, to not feel like we are copying Alan Wake/Alone In The Dark I thought to propose a sort of electric/chemical gun to kill the alien matter, instead of light… but that would kill the whole nice concept of having to restore power to the ship and clear massive areas.


    Yes but I'm not especially talking about a gun but just a simple gameplay mechanic like the link to move and grab object in "A story my uncle".


    Here's the game:

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    And think about the fact that an AI could be real awful to do.


    If we can agree on this, we could have some first ideas about what to do with it in level design


    that looks like spiderman

  • [cs:go] de_log

    • Gooby
    • November 7, 2014 at 2:26 PM
    Quote from Vaya

    De_forestation as suggested on reddit is still my favourite.

    De_DEforestation

  • MapCore CS:GO Playtesting 4.0

    • Gooby
    • October 23, 2014 at 9:05 PM

    shit..... I forgot it was 10pm gmt+2 -_-


    But anyways, any feedback is needed!


    Quote from El_Exodus

    + a radar in the future pls

    There should have been a radar.. 8|

  • MapCore CS:GO Playtesting 4.0

    • Gooby
    • October 23, 2014 at 8:53 PM
    Quote

    Another Playtest is starting now! Come join us!

    94.250.201.180:27015


    you might have to delete the old de_market mapfile to playtest it.


    Gooby, please give your map a proper suffix!

    Display More


    -----------------------------nvm

  • MapCore CS:GO Playtesting 4.0

    • Gooby
    • October 23, 2014 at 5:53 PM

    http://www.gamefront.com/files/24564990/mapcore.rar


    for today


    Please record the game !! I need the demo..

  • MapCore CS:GO Playtesting 4.0

    • Gooby
    • October 9, 2014 at 4:30 PM

    here are the files http://www.gamefront.com/files/24526334/de_market_9_10.rar

  • Advice about theoretical matters (Cs Go mapping)

    • Gooby
    • October 9, 2014 at 8:06 AM

    I'd suggest you to make video previews or w.e they'd be called about the map, explaining the idea behind the new game mode. This would help people adapt to it.

  • MapCore CS:GO Playtesting 4.0

    • Gooby
    • October 5, 2014 at 10:08 PM

    Can I book a playtest on the 9th?


    I can't give you the files now though because I have to fix some stuff.

  • [CS:GO] de_market

    • Gooby
    • October 5, 2014 at 4:42 AM
    Quote from Parkcityfan

    Wow this has really improved since I last saw it. Good Work.


    Thank you!

    But is there anything you would change? Anything that looks "off" or just straight out bad? I'm asking this because I don't really know what to do next..

  • [CS:GO] de_market

    • Gooby
    • October 4, 2014 at 5:58 PM

    So here's some pics of the updated version of the map:


    http://imgur.com/a/Jy1M4#0


    Overview: http://imgur.com/QlvGYb3

  • [Insurgency] Kandagal

    • Gooby
    • September 19, 2014 at 4:20 PM

    Dude, do you do level design as a job? This is looking beautiful...I didn't know source could look this good.

  • [CS:GO] de_blizzard_beta [WIP]

    • Gooby
    • September 12, 2014 at 3:51 PM

    mmmmmmmm....snow...


    seems kinda flat tho

  • MapCore CS:GO Playtesting 4.0

    • Gooby
    • September 12, 2014 at 12:36 PM
    Quote

    I tried to get the server running but it's not updated yet. The playtest gets postponed to tomorrow, sorry guys.


    Would it be bad of me to get my map playtested again after doing a few changes after the last one that was on 9th.. or is that just considered "spamming" the schedule?


    Anyways, if the playtest is going to be held today, here are the files http://www.gamefront.com/files/24471853/market.rar

  • MapCore CS:GO Playtesting 4.0

    • Gooby
    • September 11, 2014 at 7:50 AM

    Nope, valve managed to break hammer and a bunch of other things in the game. Why do they update the game if it only makes it worse?

    Yes I'm salty.

  • MapCore CS:GO Playtesting 4.0

    • Gooby
    • September 11, 2014 at 3:55 AM
    Quote

    I'd like to see it too


    Here ya go, buds:


    de_88mm

    https://drive.google.com/file/d/0B1VMhS…dit?usp=sharing de_markethttps://drive.google.com/file/d/0B1VMhS…dit?usp=sharing


    Erm.. how do I view these? my game just crashes when I load them on demoui..

  • MapCore CS:GO Playtesting 4.0

    • Gooby
    • September 11, 2014 at 3:00 AM
    Quote from kinggambit

    Gooby's map:


    seemed like there was too much access for T's (6 routes IIRC?) Bomb sites could be redesigned to make them a bit more fun to play in (too small and too empty which makes it really hard for bomb defenders to zone out enemies and fend them off).


    Other than that, I liked it! I liked the mid platform for T's and CT's. I liked the long B route. Someone mentioned adding cover so you can't see into T spawn from the pier area.


    The thing with there being so many routes for Ts is not so straightforward in this map, as for example to get to A, passing middle is a must, unless the cts at b get picked off. Though I'm guessing you meant the map would be too complex and confusing because of so many routes.


    Hmm, many others said they liked B, but it was too empty and needed more cover and details.

    Ahaha that long route on B.. people just rushed that place and cts couldn't do anything


    I don't really know how to make a good bombsite though, maybe I'll just try different things and see if it works..

  • [CS:GO] de_market

    • Gooby
    • September 10, 2014 at 3:57 PM

    Alright then Time to take a nap and start mapping after that.

  • [CS:GO] de_market

    • Gooby
    • September 10, 2014 at 1:58 PM
    Quote from Niller^.-

    Hey Gooby, here's some feedback based on the playtest


    - I really like B. Good use of heights and with interesting ways into it. The B site itself (the place where you actually plant the bomb) could maybe use some more cover options. A statue in the middle perhaps?

    - A is rather boring compared to what you deliver, layout-wise, on B. I found myself to be at B most of the time, simply because it was more interesting and overall fun.


    Good luck with the map

    Display More


    Thanks for telling me this

    I've got a lot of positive feedback on B site, even before reworking the site ( it used to be very flat). After the playtest yesterday we stayed on the server with like 4 people and tried to come up with changes to B site. One was, like you said, a statue. But instead I'll try to make a waterfall that would block one of the corners.


    About A: Yeah it lacks heights, except the whole site was brought up a bit but this didn't seem to add enough variation :/


    Based on the playtest, the layout is going to change a bit, as I'm going to try to remove some paths and "merge" two paths at T spawn.

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