Book me up for today, I'l upload the file later.
Posts by Gooby
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Quote from VoidDisplay More
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.
isn't it 250?
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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:
External Content www.youtube.comContent 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.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
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QuoteDisplay More
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!
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http://www.gamefront.com/files/24564990/mapcore.rar
for today
Please record the game !! I need the demo..
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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.
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Can I book a playtest on the 9th?
I can't give you the files now though because I have to fix some stuff.
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Dude, do you do level design as a job? This is looking beautiful...I didn't know source could look this good.
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mmmmmmmm....snow...
seems kinda flat tho
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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
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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.
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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..
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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..
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Alright then
Time to take a nap and start mapping after that. -
Quote from Niller^.-Display More
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

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.