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  3. laminutederire

Posts by laminutederire

  • ALL MAPS FROM THE CONTEST IN ONE PLACE

    • laminutederire
    • September 2, 2015 at 1:17 AM

    Ideally the jury would consist of map makers, as well as pros, and players of various ranks, so that the map appeal to a wide range of people, with a competitive playability, while favoring interesting and different layouts which would be recognized more easily by mappers.

    Also, map makers have a particular eye on things such as polishing, they can see more easily if a map is really well thought, through how it is optimized, and even through the brushwork. This can help choose between two maps both great gameplay and aesthetics wise. Maybe that's part of what you meant @Oliver?

    However, @text_fish, one could argue that probably half of players play either dust2 or mirage

  • [CS:GO] de_section (WIP)

    • laminutederire
    • September 1, 2015 at 8:57 PM

    3ds max isn't free which is probably why he isn't using that, but there are the same tools for blender developed by valve

  • [CS:GO] de_section (WIP)

    • laminutederire
    • September 1, 2015 at 6:11 PM

    Have you started on source engine yet? If so, have you checked timings? It looks very stretched out. I say that because my level looked basically the same on paper, but after testing it appeared that rotation times were very long, so I'd suggest to keep that in mind for your level :)

  • [WIP] de_meat [Looking for gameplay feedback]

    • laminutederire
    • September 1, 2015 at 3:21 PM
    Quote from Tyker

    I meant on top of the truck, I can make a screenshot if you want :) And I was talking about the walls !

    Sounds like a good plan, waiting on the updates then :)

  • ALL MAPS FROM THE CONTEST IN ONE PLACE

    • laminutederire
    • September 1, 2015 at 10:56 AM

    It seems like a very painful task :P

  • [WIP] de_meat [Looking for gameplay feedback]

    • laminutederire
    • August 31, 2015 at 11:19 PM

    As promised, here are my thoughts:

    To begin with, the most important thing to fix in my opinion is the bomb plant on the truck at B, it give a major disadvantage for retakes which would be game breaking in my opinion. I guess this should have already been discussed, so I think it is intentional on your part, and I don't like it!

    Second thing that bugged me is the fact that mid felt to me as a bit messy visually, but I could get used to it!

    To make a transition, A is a bit complex, the CT part has some paths that need to be simplified. I'm thinking of the tight corridor connecting CT spawn to the upper CT mid area, it could easily be removed to allow more space on the site surroundings. However, some might say that it isn't good, because too complex, I'd say that I like it, there are a few interesting ways to play it, and that's what the game is all about.

    I like the fact that areas have different styles, which help orientation, to perfect this, I'd rework the only redundancy which is the looks of A long and the connector to upper B. The easiest way would be to retexture the part of the connector which isn't very large and shouldn't require a lot of work.

    Finally, this map offers some kind of variety of playstyles, which is great. Good work!


    PS: toilet texture is weird

    Edit: I forgot to mention it, but for some reason bots were talking about hostages at the beginning of each round, which is odd for a defuse map!

  • [WIP] de_meat [Looking for gameplay feedback]

    • laminutederire
    • August 31, 2015 at 1:04 AM

    Judging from your screenshots, it looks visually varied, which is good to know where you are. However CT spawn seems very dark!

    Judging from the overview, it very crooked, and just for that I am interested to play it, it isn't a classic squarey map ala dust2!

    I'm sorry my feedback won't be useful for the version you're submitting for the contest, but tomorrow I'll hop in and I'll post here to give my thoughts.

    Good luck!

  • DE_Yemen

    • laminutederire
    • August 30, 2015 at 9:45 PM

    @Fxcn It was looking promising if you ask me!

  • Modern themed map [CS:GO]

    • laminutederire
    • August 30, 2015 at 9:42 PM

    Well, I've reached a status quo, I don't know what to change anymore, but I feel a playtest will be a failure again, so I don't know what I'm going to do with this. In fact, each change I have been testing for the past week was making things worse to play. So if anyone has something to say I'm happy to hear it, otherwise I'll stop working on it for a few weeks to see if I succeed in making it better then. Thank you for taking the time to read all this at least!

  • [WIP] Codewise

    • laminutederire
    • August 30, 2015 at 6:18 PM
    Quote from neverender

    Hi guys
    Thanks for the great feedback! I did some major changes solving few problems, bugs and other things in the reference to some of your suggestions, but when i try to upload the map i get "nothing was changed, update canceled!" I get the same error when I try to publish a testmap file from my private account. Not sure if something got broken on my side or Steam? Someone had this kind of situation in the past? Thx

    I had once, because I didn't change the map file path. Even if it is the same name, redo that part and it should work :)

  • [WIP] Codewise

    • laminutederire
    • August 29, 2015 at 11:04 PM

    Too bad there wasn't people on the server when I went, I don't know how plays the roof too much since bits don't go there at all. I have found a pretty disarming way to get the hostages if terrorists don't go on the roof though..

    However I have to admit I hate the staircase, too much height difference causing a disadvantage for Ct's that makes it too risky. Two entrances for T's are very spread off,and if you have some T rushing and one at the top of the stair case, then you can decimate Ct's. Also they can be delayed so easily with smokes and molotov, that they should have a faster rotation in my opinion.

    Also, top level under the roof allow a lot of hiding places, maybe that could be solved by changing the terrorists models to the anarchist from Marquis for example (and it would make more sense giving the setting).

    Finally, what's up with that tower thingy?

    Now on to the good parts, there are some interesting ideas and the visual element is very well-done, tip of the hat to you sir! Timings feel polished too, which can make it quite fun!

    Oh and I almost forgot, the roof part is well thought !

    Before the 31st, I'd suggest that you fix little bugs and everything and not listen too much to what I said because you won't have enough time to take everything into account (except the models), and also because some people may disagree with me, so that'll up to you to shape it as you feel it should! Good work though!

    Edit: It seems that I'm the only one so far who have seen that at the bottom of the elevator shafts you can see a bit through the wall! Screenshot

  • [WIP] DE_ARENA

    • laminutederire
    • August 28, 2015 at 9:33 AM

    It needs more balancing for T's to have a chance. B main for T feels helpless if CT's rush, there is no cover for them to hold the chokepoint if they get rushed. As for A main, I'd tweak the timings, at least for them to be able to smoke their way to prevent them from being sniped down by awper.

    It's a good idea for the theme :)

  • [WIP] UE4 - Dexter Morgan's apartment

    • laminutederire
    • August 28, 2015 at 9:21 AM
    Quote from kleinluka

    Hehe thanks! Actually, the kitchen is still empty. I'm gonna start making detail props for it today (glasses, breakfast cooking in the pan, cutting board, dirty dishes, etc.) I want it to be nicely cluttered once it's done.

    That doll head will find its way into the scene for sure ;)

    but still, what you have without any plan and everything, that's impressive!

  • [WIP] UE4 - Dexter Morgan's apartment

    • laminutederire
    • August 27, 2015 at 11:21 PM

    How do you achieve that level of detail? :o it looks fantastic !

    (by the way, you missed the doll head on the fridge!)

  • de_High_Ground

    • laminutederire
    • August 27, 2015 at 1:27 PM

    It looks good but the environment feels cluttered and frankly I think that it needs some clipping so that you don't get shot from everywhere because people can get to really unexpected places, and when you have 5 unexpected places to check..

  • [WIP] Codewise

    • laminutederire
    • August 26, 2015 at 10:21 PM

    When do you think you will submit it? :) I think many want to check it out, it does look good, especially for a source content !

  • WIP - DE Scrapyard - Download it

    • laminutederire
    • August 26, 2015 at 12:21 PM

    I liked the previous version, but I remember several vantage points which could lead to weird rounds with real players, but again I was playing with bots and they are so dumb ! Have you playtested it?

    Based on the older version, I'd say that visually it lacks guidance hints which could be offered by a bit of colors since the level is a bit bland. That could make it more attractive, even if it overall looks good.

    As for the previous comments, it is fair game, since it is basically an updated version of one of your previous map, like a salvage_v2, just like for coast or stgellert, you're just reworking one of your map, so don't worry about that :)

  • Counter-Strike: Global Offensive

    • laminutederire
    • August 25, 2015 at 12:12 PM
    Quote from jackophant

    A properly established team mapcore would be awesome. I have pushed for it in the past, maybe try again after the competition.

    I think we need jerseys to convince people

    I'd join the team gladly but I'm not good enough yet ^^

    We don't even need to hire an artist for the jersey !! That's a sign from destiny!

  • Counter-Strike: Global Offensive

    • laminutederire
    • August 25, 2015 at 11:03 AM

    At this rate, team Mapcore for the win at esl one cologne 2016 !

  • Counter-Strike: Global Offensive

    • laminutederire
    • August 24, 2015 at 12:18 PM

    Did you guys catch the games from Luminosity gaming? I found they had some real potential too, since they are still n'a bit new to the international scene, and they succeeded in scaring fnatic during match 2 of their quarterfinals! With more experience and training with European teams they could become a scary team, I may be wrong though, what do you guys think?

    @Beck I hope you're right about Envy :D

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