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Posts by Lizard

  • Half-Life Alyx

    • Lizard
    • August 18, 2020 at 8:44 PM
    Quote from [HP]

    46 minutes ago, [HP] said: ahah, as you posted this, I was editing my own comment about that, I literally was just reading about that decision from oculus. Almost makes me wanna throw the fucking thing out of the window...

    Right, that's what I meant, I don't wanna be plugging shit into my walls. If I had my own office, maybe but my PC in my living room right now.

    Been planning to attatch my base station to the walls for a year now because setting them up is the only thing that keeps me from playing more often. I dont think they look too invasive when attatched to walls.

  • Half-Life Alyx

    • Lizard
    • August 5, 2020 at 7:54 PM
    Quote from Buddy

    57 minutes ago, Buddy said:

    http://# Reveal hidden contents it's a massive spoiler

    Blackdog got everything wrong here :D

  • WIP in WIP, post your level screenshots!

    • Lizard
    • August 4, 2020 at 3:31 PM
    Quote from Soldat Du Christ

    9 minutes ago, Soldat Du Christ said: I feel like after hours of trying to get it right, im stopped dead in my tracks just trying to build the non-grid segments of my map... The parts of the map that fit neatly onto a grid i got done no problem, but i'm having a hard time getting the proportions correct and to line things up nicely. Is there any way to snap objects together with their corners? And not the grid? Like vertex snap or something?

    Its a "Wip, post your level screenshot thread" man... Maybe create your own thread or something. As for the grid snapping, try ctrl+b.

  • County

    • Lizard
    • August 3, 2020 at 11:37 PM
    Quote from Freaky_Banana

    1 hour ago, Freaky_Banana said: That quarry is an insanely cool area!

    Thank you! Big credit for jakuza for the quarry rocks! They do rock :D

  • [CSGO] Engage

    • Lizard
    • August 3, 2020 at 11:31 PM
    Quote from fewseb

    32 minutes ago, fewseb said: This is also an extreme nit pick but I found the choice of factions for the player models to be really odd. So this map is set in Germany, but the British SAS are the cts for the map, when there are German GSG-9 models in the game. I think the GSG-9 might even improve visibility a bit since they are a way darker shade of blue then the SAS who almost match the shade of blue used most commonly around the map. The Anarchists also seem to be a bit odd of a choice for the Ts, obviously they have great visibility on the map, but some young Americans trying to bomb a German car factory seems a bit odd. To me it seems that the Professionals faction would have been better suited for the theme, they seem to match the workshop story much better then the Anarchists.

    Can you finally realise that foreign special forces do operate on foreign soil very often?


    As for the map... Like I said to Rzl the other day it looks incredible. I love the animated assembly line and all the small details. I also left Rzl some feedback on lighting and how to improve visibility of critical paths. I feel like the map is evenly lit from every direction causing the map to look flat without depth in most places. It creates the problem where you can't really tell whats playable area and whats not. Map having big elevation changes doesn't help with this issue. Other than that I tools incredible and I remember it plays well too.

    Congratulations on the release guys! ?

  • County

    • Lizard
    • August 1, 2020 at 8:17 PM
    Quote from Vaya

    1 hour ago, Vaya said: has the netgraph just been left on as a flex?

    Of course not :D I'm just lazy...

  • County

    • Lizard
    • August 1, 2020 at 4:02 PM

    Bunch of new screenshots.

    Quarry and motel. You can clearly see that our motel is similar to cs_motel by Soctom. That is correct. I asked him if we can base ours on his original visuals so that we can maybe bring some of the nostalgia for older players. Tried to find the right balance between original and fresh visuals to still bring something new to the place and also to fit dz map playstyle. Hope you guys like it.



    [Blocked Image: https://i.imgur.com/V13McL3.jpg]

    [Blocked Image: https://i.imgur.com/RvpkaeA.jpg]

  • Half-Life Alyx

    • Lizard
    • August 1, 2020 at 12:16 PM
    Quote from FMPONE

    12 hours ago, FMPONE said: I agree the HL2 version is a bit better. Overall a lot of the character designs feel weird, Alyx looks really strange compared to her HL2 counterpart imo.

    [Blocked Image: https://i.ytimg.com/vi/DgFCf20QBJo/maxresdefault.jpg]

    [Blocked Image: https://d1lss44hh2trtw.cloudfront.net/assets/article/2019/11/18/rumored-half-life-alyx-vr-game-could-be-valves-return-to-the-series_feature.jpg]

    Eli looks better in Alyx tho

    [Blocked Image: https://64.media.tumblr.com/55363369a7a2febacd763651b58e4366/tumblr_owhz68tLlN1v4y3u0o2_250.png]

    [Blocked Image: https://combineoverwiki.net/images/thumb/b/bd/Eli_Vance_-_HLA.jpg/250px-Eli_Vance_-_HLA.jpg]

    Display More

    I think this comparison does not do the justice since Alyx models is taken from model viewer without any lighting. Also I think it was used for few seconds near the end when she hugged Eli? That might explain why its not up to the quality of others.

    I think y'all have this hl2 fetish and are too attached to the previous installment :D

  • Half-Life Alyx

    • Lizard
    • July 31, 2020 at 4:07 PM
    Quote from DMU222

    1 hour ago, DMU222 said: It seems like all HLA models had a lightly cartoonish appearance. I would guess its because more realistic models looked uncanny. I think Valve found a good spot where the player can connect with the characters as real people but also not feel uncomfortable around them.

    Yes, I find Larry to be a bit cartoonish especially his animations and expressions.

  • Half-Life Alyx

    • Lizard
    • July 31, 2020 at 1:10 PM
    Quote from dux

    26 minutes ago, dux said: He does kinda look older in HL Alyx even though it's before HL2. But I agree I do kinda prefer the HL2 look of him.

    I think its because of all the wrinkles on his face that we can't really see in hl2 version. Looking at his hair tho you can tell he is a bit younger :D

  • Half-Life Alyx

    • Lizard
    • July 31, 2020 at 12:05 PM
    Quote from Radu

    50 minutes ago, Radu said:

    Idk I prefer the hl2 one

    Is there anything you prefer over hl2? ?

  • WIP in WIP, post your level screenshots!

    • Lizard
    • July 30, 2020 at 4:07 PM
    Quote from will2k

    1 hour ago, will2k said: Harran Olympics

    summer Olympics coming soon

    A small preview of my upcoming custom map titled "Harran Olympics" where the player will compete in several events, in a more "extreme" version of the Olympics.

    This is awesome!

  • CSGO Community commentary from an outsider perspective

    • Lizard
    • July 28, 2020 at 1:17 PM
    Quote from Soldat Du Christ

    15 hours ago, Soldat Du Christ said: In my case i want to build a very unique map which welcomes complexity and has a learning curve, which implies it is harder to balance, much more so than a simple map.

    And how exactly you want to balance a map that has learning curve and welcomes complexity? You gonna end up with not fun map. What you dont seem to realise is that a csgo community vary a lot in terms of player skill. It's all great to have some complex tactics that gives your team an advantage until a new and unskilled player comes and gets rekt by your team and loose interest in playing your map because he wasn't aware of that. :)

  • Frostbite - Danger Zone

    • Lizard
    • July 20, 2020 at 9:16 PM
    Quote from Soldat Du Christ

    1 hour ago, Soldat Du Christ said: Well of they are a T they have to push the objective, if they are a CT they have to defend the objective. So it just depends on where the dead ends are, they might not be worth defending. When it comes to methods it's better to address them on a case by case basis to see if they work in the context of the map, instead of simply spotting these as instant red flags

    It's more about map control theory. If you commit a player to an area that happens to be a dead end with not really advantages, you wasted a lot of resources. It is really bad feeling to commit to an area to realise its a dead end.

  • Frostbite - Danger Zone

    • Lizard
    • July 20, 2020 at 9:47 AM
    Quote from Serialmapper

    1 hour ago, Serialmapper said: "feedback" :"empty áreas, empty buildings"...(in other words:make it look like pubg, far cry 4/5). Well, the source engine it is stretched to its límits anyway in the case of dz maps s-o i don't see a reason to add more detail.

    That is not true. You can take a look on official dz maps. They dont have much empty spaces. I think more details in some areas is a valid feedback.

  • [CS:GO] Cusco

    • Lizard
    • July 18, 2020 at 9:44 AM

    What I also like to do is to take an area from a greybox that I'm sure wont change much and do artpass on it. Sort of test scene for lighting and assets.

  • [CS:GO] Cusco

    • Lizard
    • July 17, 2020 at 9:34 PM
    Quote from Kokopelli

    6 minutes ago, Kokopelli said: When do you guys find yourselves playing around with lighting the most? During blockout? During art pass? Or is it persistent throughout development?

    Mostly in blockout stage then tweak if needed when set dressing. The problem with this approach is that you get used to how map looks and feels like. Its super hard to change lighting drasticly later on + you can have problem with custom assets that just dont look good with new lighting.

  • [CS:GO] Cusco

    • Lizard
    • July 17, 2020 at 10:39 AM
    Quote from Vaya

    1 hour ago, Vaya said: @Lizard had an amazing sky and time of day for his last map chlorine that had to be instantly removed on inclusion to the game because players couldn't deal with it. The communities perspective on what 'is and isn't allowed' kinda informs everything else from layout down. Artists are willing to be innovative but the community is less likely to accept.

    Exactly this. I learned this hard way sadly ... Eyes will get tired very quick in light settings like chlorine had initially. This will lead to increased irritation in players and they won't play the map that often.

    But I still think that there is a lot space to experiment with lighting. Sun angle and brightness for example. And of course color but in limited range.


    ~EDIT~

    Also sky was made by one and only @Radu :D

  • WIP in WIP, post your level screenshots!

    • Lizard
    • July 15, 2020 at 2:55 PM
    Quote from Soldat Du Christ

    8 minutes ago, Soldat Du Christ said: Are you saying that balancing chokepoints would make it too difficult for CTs to defend or something?

    Of course. How do you want to balance a chokepoint anyway? Default strar for most cs maps is 2 - A, 2- B and 1 mid player. CT team is always harder because T's can just outnumber them on bombsites (full rush). This is why chokepoints are designed... to compensate advantage of player count on T team. And obviously that is why buying utility is a crucial part of tactics on T side.

  • WIP in WIP, post your level screenshots!

    • Lizard
    • July 15, 2020 at 9:58 AM
    Quote from Soldat Du Christ

    12 hours ago, Soldat Du Christ said: What if a checkpoints where balenced enough so that you don't HAVE to purchase equipment to even the odds?

    Then purchasing them will move the odds the other way around. If the choke point is balanced by default using smokes will easily create an advantage for one team or another...

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