The idea is to have very short distance between Start Fade and Fade. The biggest cost is where the prop is in "fading" state so ideally you want to clamp it to short distances if possible.
Posts by Lizard
-
-
-
Quote from Tynnyri
55 minutes ago, Tynnyri said: Honestly this response makes little sense. You don't add detail for gameplay in CS except for nade line ups, and those less about detail and more about some pixels in textures. Flipping images comes from drawn art where artists put their art upside down to see areas with not much focus and detail. For the artist, they've been working on a project for so long it is difficult to find problems. Flipping images give you a new perspective. Half of your screen is the ceiling. No matter how much you add to the floor, half of the canvas stays featureless. Go into any map and you will see that indoor areas have props, geometry and decals you never noticed on the ceilings. But the fact that you never noticed it is the point: If it was just one texture, it would look bad and you would notice that. You should really run around maps like Office, Inferno and Inferno. Good maps for ceiling inspiration. Especially for your theme.
Either read my reply once more or just give up on trying to understand what others have to say.
Edit:
Ceiling so detailed I can barely see it.
-
Quote from Tynnyri
4 hours ago, Tynnyri said: Seems great but if you look at the ceiling it looks weak. Good way to notice these things is by flipping images horizontally. Adding some wear and tear, props and height change will bring it long way towards being more detailed.
The content cannot be displayed because you do not have authorisation to view this content. You dont really need much details on the ceiling. In fast paced games that are competitive all of the attention span goes towards crosshair level and below. Even in singleplayer games players tend to look below the crosshair level rather than above it.
Cool technique with flipping the screen but it wont help much with game like counter strike. You won't have anything that is strong on the ceiling like rugs or props are on the ground.
In my opinion this whole room lacks something dark at the bottom. A darker trim would help to bring the silhouette of the room, hence guiding the players.
-
Congratulations man! Really impressive work!
-
Quote from Tynnyri
12 minutes ago, Tynnyri said: When taking single screenshots, your FPS doesn't matter. Just crank the game to full settings, getting a low fps doesn't matter because it doesn't translate to the still images. I really can't tell if you're using CS:S textures and models or high quality ones. Other than the screenshots, the map is way too bright for the skybox. The shadows in the map are brighter than the sky. Usually in real life the opposite is true. Do you have a wrong sun position as well? I can literally see the sun in the skybox in many images but no light being cast to the buildings? Also the street lamps are WAY too intensive. Use wide-angle spotlights with low-intensity lights next to them to get the look of a lamp without making nuclear explosion to every surface near them. The reason the lights look underwhelming when less powerful is because even in shadow, the whole map is already lit up. But don't get discouraged, the theme and brushwork are awesome, even in low resolution.
PROTIP
When sky is cloudy there is no hard shadows at all.
He has a cloudy skybox with sun set which boost the "no shadows" effect since the angle from the sun is so low.
-
Quote from will2k
23 minutes ago, will2k said: Thanks
I might ask you to forward them a technical question though

I had this question channeled to the DL1 designers back in early 2018 through the community manager; I got a reply that sadly did not work for custom maps then I presume the designers got busy with Bad Blood, and DL2, and never got a follow up answer.
I'll hit you up with a PM with the details
Sure thing! Go ahead

-
Quote from leplubodeslapin
13 minutes ago, leplubodeslapin said: It's sick ! I'm glad you're able to release this before DL2 comes out, I'm sure a lot of people are interested in playing such an extensive campaign.
Maybe Techland can help you to promote the campaign ? I don't know much about Dying Light custom campaigns but this seems very impressive and totally deserves to be under the spotlights !
You are totally right! This deserve some attention

-
Hey man! This looks incredible. I should propably play it some time soon.
Hit me up if you want some feedback from the guys that worked on DL 1
Maybe I will be able to forward it! -
Quote from Tynnyri
5 minutes ago, Tynnyri said: Yeah that's correct. Now riddle me this, why are these very same contest winners disliked by the community? I really don't care to discuss with someone who is clearly arguing out of bad faith. Just PM me or so
mething, idk how mapcore works. Just don't fill this thread with praises of mapcore for no apparent reason.
Never heard about anyone disliking anyone who was in top 4 in latest contest.
No idea which community are you talking about. Is it a csgo community in overall? I dont think they give a shit who the creator is. They just want to play the map. You talking about mappin community? I think mapcore has a very healthy community. At least the top guys who are working on maps and can actually deliver.
-
-
Quote from Tynnyri
9 minutes ago, Tynnyri said: I really don't care to discuss this, A lot, and I mean a lot, of the CS community already ignores most of mapcore, and there's very little anyone can do to change that by listening to me rant about it. Popularity isn't form of quality, 4 clover layouts with different models aren't interesting to play, and mapcore, same as reddit, falls into the very flawed "looks good" mentality. That's just the inherit way social media works and there's really no way to change it outside of removing everything that makes mapcore popular. But everyone knows that already. I've been talking with a lot of people who have left the SourceEngine mapping community for various reasons and had a lot more fun making maps because of it, or got back to making maps because they left. And I can't blame them, social media is only popular if it enforces it's popularity. Places like Mapcore or r/mapmakers really hurt map making scene for anyone who does it out of wanting to make good maps, but again, most people know that already. Hell, as potato mentioned, nobody even mentioned the map itself before going straight into toxic accusations and unhelpful heckling. Anyways the castle map should be made in hammer if not only for convenience's sake.
I think you are missing the point here. What makes map popular? Popular map becomes popular because players play it. Why do they play the map? Because they enjoy playing it. I really can't think of any other reason for the map to be popular rather than being a good map that players enjoy. I don't think you are in the position to say which map is good and which is not. It's the player base and their time spent on the map.
-
Quote from Tynnyri
49 minutes ago, Tynnyri said: Mapcore could become a center for making maps for CS:GO, but currently it just stands as another bland "here's my interactive 3D wallpaper, enjoy"
If you don't think mapcore is a center of making csgo maps with 90% share in community maps that were included in CSGO across few years than I dont know what a "center for making maps" means.
-
Mmmmm source 2 ?
Really can't believe it! Another era of mods and games based on this will spark. Can't wait to see a fully working Black Mesa port for example

-
-
In 2 months I will start my first industry job as a Junior Level Designer at Techland ?
-
Quote from Minos
On 4/28/2019 at 10:18 PM, Minos said: I've been learning Polish. It's quite a cool challenge to learn a new language, and especially one that's so fucking hard. It's a really good feeling when I can read something that looked like alien talk previously. The people in Poland are really chill and friendly, and this feeling totally reflects in their language. Some words sound so beautiful and cute. I mean look how cute "thank you" is: dziękuję (if you are wondering how to say it).
And in a way it's very similar to Portuguese. I'm definitely having a much easier time getting the pronunciation right than americans

I always admire people who want to learn Polish... Hope you are having a great time! Powodzenia

-
Quote from zastels
2 minutes ago, zastels said: Shut the fuck up, I did not bring up the mapping contest. Someone else brought to topic up, so I'd like to reiterate that you should shut the fuck up.
I don't fucking know the answer! Jesus Christ you are fucking stupid!
I thought you already knew the answer... "You do not own the map, Valve does. You own the IP. "
LMAO
-
Quote from zastels
7 minutes ago, zastels said: Translation:
Contest rules do not matter.
You make a fair and logical point, you are correct. But part of starting off as being a map maker is not just learning how to map, but understand how to behave and what is and is not appropriate.
The problem here in mapcore is that there is a total obsession over his missteps, which completely negated the OP from receiving useful information. The guy is character assassinated for committing virtually no measurable amount of harm. It's one thing to throw a .vmf on Ebay that does not belong to you, but to reshare what has already be shared, who cares?! Like I said, do you think Valve cares if you reupload Dust2 and not give David J credit? Lol I don't think so.
Can you answer why Valve bought mirage ? Or you gonna skip it because you know you said something stupid?
-
Quote from zastels
Just now, zastels said: A deadline extension for a contest is reprehensible. You cannot understand this because you had everything to gain from the extension lol. You have no integrity.
Brest was ready few days before the initial deadline. We didnt whine about it and we took the opportunity to improve. Not like others...