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  3. Freaky_Banana

Posts by Freaky_Banana

  • de_oakwood

    • Freaky_Banana
    • January 10, 2018 at 1:03 AM

    hello wanderer,


    may I stop you just for a minute, to tell you the tales of the seemingly fantastic? An ancient map long forgotten about ...

    ...

    young fellow, have you ever heard of

    *thunder rolls in the distance*

    ... oakwood?

    Ah yes, a fine young map, much like you, ages ago, that went out to seek an adventure.

    ...

    It had been raised fantastically by the always well-meaning community of its little town, Mapcore. But Oakwood wasn't yet done with what it wanted to see, wanted to do, to become. And so it left one night in their sleep.


    Today many don't know of it, but those who do, still wonder, whatever may have happened to it ...

    But I, young fellow, I have seen it, and from here on out, I am here to share my stories with you:


    after the short storytime which I hope you all enjoyed: it's been too long ... but I'm back! And I am so glad to be! After more than an entire year of intense personal life problems, I have finally picked myself up again and gathered enough energy to pursue this ancient project of mine. Not to say there hasn't been any activity on my end regarding it though.

    Some of you may have seen my post in the lands many thought only existed in legends, the place noone has ever seen, except for those courageous enough to walk off the road and step into the mapping swamp's *flat* waters. Yes, I am talking about the

    ...

    2D Forums

    But here it is, in case you missed it:

    much of what I presented there has already changed again, but it can give you a rough idea of where I want to take this project.

    One of the overhauled areas is A with its Long entrance, always a favorite place of mine. So without further ado: here is a little peek at the overhauled A site and surrounding area.






    I hope you enjoy! Definitely let me know what you think, I am super eager for feedback on the new visuals!

    Cheers and hope you have a great rest of the night!

    Quentin

  • de_Oakwood's paper sketch layout [CS:GO]

    • Freaky_Banana
    • October 29, 2017 at 1:40 AM

    Update:

    just wanted to let you know that I am indeed still warking on this layout.

    so of course nothing actually looks like I thought it would :D! But since this is moving into blockout phase, I would ask any mod nice enough to move this to the 3D thread :).

    Thanks guys, hope you're looking forward to the first playable version as much as I am!

    Cheers!

  • de_Oakwood's paper sketch layout [CS:GO]

    • Freaky_Banana
    • August 30, 2017 at 3:20 PM

    Hey guys,

    Freaky_Banana here, original creator of the yet to be finished map de_oakwood.

    Some of you may have followed the project others may not have. This doesn't matter, all you need to know is that I to date have not been satisfied with any of the 29 different layouts we tried. Now I want to start finishing this project once and for all.

    Even though I won't be able to finish the map for this year, I wanted to put forward my newest handmade layout sketch (hence we are in the 2D forums). I know threads like this can prove a real nuissance with creators asking for feedback without handing out even nearly enough information for you guys to judge the map by. My hope for this thread is to be detailed enough to actually prove useful for my aspirations and constructive in the context of this forum. So here is everything you need to know about the new layout for de_oakwood:

    • Layout: WARNING: This is only a sketch, not all proportions are entirely accurate, but the general idea of the layout should come across! Most timings measured all right though (see later this post).

    Spoiler

    concerning cover, green means the cover is over playerheight, yellow is cover somewhere between belly and headshot height.

    arrows always show towards were the higher point is.

    • Timings:

    Spoiler

    I'm kind of worried for the timings at Long A and B. It just seems like 1 second isn't enough time to set up. at A this can be counteracted with clever smokes (you have a straight line of throw from your normal approach angle), but for B it is more difficult. edit: in the true to scale sketch the timings are skewed more in CT's favor, so it may be all good.

    • Height variation:

    Spoiler

    all measurements are given in hammer units. CT to B is a oneway drop, just for aesthetic reasons. I don't think I could make a supersteep slope work there.

    • Chokepoints:

    Spoiler

    Orange is the first line of chokepoints in the map. The main battles are supposed to take place here. the blue CPs are the "second line of defense", meaning the next spot, at which an encounter is more or less likely to happen, assuming immediate rotation start upon the pick happening.

    • expected setup:

    Spoiler

    • defense spots (CT):

    Spoiler B defense:

    mid defense:

    A short defense:

    A short once Chokepoint 1 was breached:

    Long A defense second stage (meaning once the first Chokepoint got cracked by Ts):

    • Afterplant spots:

    Spoiler A Spot:

    B Spot:


    So guys, that's it for now, definitely let me know what you think! What will work well, what won't ? I'm pumped for your feedback.

    Cheers :) !

    PS: Just another reminder, this is still subject to change with scale, I am working on another paper sketch layout using editor units as scale this time, trying to stick to grid and sizing the map realistically.

  • MapCore CS:GO Playtesting 5.0

    • Freaky_Banana
    • June 21, 2017 at 7:51 PM
    Quote from Terri

    On 12.6.2017 at 6:03 PM, Terri said: Playtesting is now available on Tuesdays again!

    Since the second Mapcore CS:GO mapping contest has started we have started to receive many more requests for playtesting. Therefore to help cater to this many requests, we will again be testing on Tuesdays as well as the regular Sunday and Thursdays for the duration of the contest!

    The first Tuesday playtest will therefore take place tomorrow, starting with DE_Abbey.

    One more slot is free for tomorrow and so if anyone wants to move their test to a closer day send me a message on mapcore / steam, or add a comment on the spreadsheet. Thanks!

    "OK so I seem to somehow have missed out on the fact that there are no playtests on tuesdays (anymore? I could've sworn there were :D !)."

    HAH !


    And I'm loving it, glad to have more slots back :) !

  • small bombsite design

    • Freaky_Banana
    • May 30, 2017 at 10:12 PM

    Heyho guys,

    Recently I got interested in working on de_Oakwood again. Before reworking the layout, I really felt like gameplay was lacking all across the board. In my eyes almost all of this is able to be worked around by going for a more conventional three-lane layout, awarding you more space for single areas to toy around with gameplaywise.

    By this point in time I have come up with countless rework-ideas for de_Oakwood's layout, sadly dropping the t-shaped mid-chokepoint I really wanted to keep for most of them.

    But the one thing that really comes back to bite me in the b*** every time is the B bombsite. For the life of me I can not figure out a nice setup, in which B plays fair. In every constellation I came up with the terrorists are able to simply rush it down. MPs and Tec-9s are king, because I can't create long enough angles for rifles or snipers to be effective. So now I want to ask you clever people of MapCore:

    'HOW WOULD YOU DESIGN A SMALL BOMBSITE?'

    I am looking for rather general advice here, but if you'd like to specifically work on my problem with oakwood: I want to be able to meet these regulations:

    - one "main" way in for the Ts,

    - one "short" path for the Ts from mid

    - one or two pathes in from CT side

    - no round walls, mostly boxy shapes instead (preferably rectangular, but slanted walls are ok)

    - 2 to 3 seconds of setup time for CTs before Ts can reach the actual site after first sighting

    - use the server models from the source library as main pieces of cover (struts, boxes and such aren't forbidden though)


    DISCLAIMER: Whatever ideas may arise from this thread, I will not be able to finish de_Oakwood in 2017, I'm just too busy with university and clubs. Therefore de_Oakwood has already started a probably more than one year-long hibernation until I finally have more time on my hands again to finish the project.

    Cheers :) !

  • [WIP] De_Gorgona

    • Freaky_Banana
    • March 7, 2017 at 10:30 PM

    Hey Chris,

    looks like a solid start you've got there :) ! You might want to consider creating a proper overview for your map though, since this will help any new players or testers to navigate your map more easily and thereby will enable them to leave more constructive feedback.

    For the map itself, I have no idea of how it plays right now, but I will definitely load it up when I have the time!

    Until then, happy mapping ;) !

  • Level Design Help Files

    • Freaky_Banana
    • January 26, 2017 at 4:53 PM
    Quote from text_fish

    On 25.1.2017 at 5:29 PM, text_fish said: Does anyone else ever get this funny texture glitch in Hammers' 3D view?

    External Content www.youtube.com
    Content 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.

    Yea, I get this too. No idea what it's down to though :D .

  • CSGO layout Map opinion

    • Freaky_Banana
    • January 4, 2017 at 2:45 PM

    The map seems (naturally I couldn't play it yet) like it will create a feeling of unease when played. Since rotation times between the single paths are so short, players could be anywhere at any time. This makes it necessary to constantly be aware of every entrance around you, confusing and frustrating the player, if he does eventually get shot from one of them.

    Furthermore I think mid could prove to be too easily smoked off by Ts (pop one smoke where the purple lines are in the bottleneck between CT and mid), giving them a whopping three ways into A and simply tons of map-pressure. Also avoid as many long sightlines as you have them here. This map looks like a horrible to optimise awp-fest, with too many routes.

    Maybe stick to something more conventional, like what @Roald suggested, but keep going :) !

    Cheers!

  • WIP in WIP, post your level screenshots!

    • Freaky_Banana
    • December 31, 2016 at 6:31 PM

    @Squad

    jd40

    Thanks guys :) !

  • WIP in WIP, post your level screenshots!

    • Freaky_Banana
    • December 31, 2016 at 4:25 PM
    Quote from Squad

    1 hour ago, Squad said: I think this is the first time I post something in this topic

    The scene itself is nothing too special, quite some newferno/infernew stuff in it.

    [Blocked Image: http://i.imgur.com/ihUyx7T.jpg]

    Where are those rocks in the back from ? I really like those !

  • [CS:GO][WIP] cs_gulch

    • Freaky_Banana
    • December 31, 2016 at 12:09 PM

    I can definitely feel you on the displacements! They are so poor to work with! It's the same for us.

    But I am loving the thematic and style of the map. I will defeinitely play this one, no matter how open it turns out ;) !

  • [CS:GO] de_armory (before Lab)

    • Freaky_Banana
    • December 29, 2016 at 9:03 PM
    Quote from Roald

    On 28.12.2016 at 1:59 PM, Roald said: Hey I tried another texture, still too dirty or? :D

    You're doing good ;)!

  • Goals for 2017?

    • Freaky_Banana
    • December 27, 2016 at 9:10 PM
    Quote from Quotingmc

    25 minutes ago, Quotingmc said: Gain some weight

    Find a boyfriend

    Finish something mapping related, literally anything

    Well hell yea, I really need to see something of yours finished :o ! That's a great resolution :D !

    For me it's finishing oakwood and passing my first semester of university :D (with good grades hopefully).

    Oh and also finally going out to buy my groceries more often and to live less off of cereal...

  • Looking to start a map project in CS:GO

    • Freaky_Banana
    • December 26, 2016 at 11:22 AM

    Check Will2k's optimisation roadmap ;) . It is found here.

    Cheers!

  • [CS:GO] de_armory (before Lab)

    • Freaky_Banana
    • December 25, 2016 at 6:12 PM
    Quote from Roald

    6 hours ago, Roald said: Heey thank you for your thoughts!! I kinda like it dirty. Especially for this tunnel pathway. I will consider doing the bombsites more clean but not as clean as nuke, I hate that

    Hey, I just wanted to express that I wouldn't expect a non-outdoor or -sewer area to be that dirty.

    But if you like it that way then feel free to go for it ;) !

    Cheers!

  • [CS:GO] de_armory (before Lab)

    • Freaky_Banana
    • December 25, 2016 at 10:01 AM

    I feel like the walltexture is too grimey. I really think you should go for a cleaner texture, or at least remove the visible seams :D .

    But I also feel like this is very promising !

    Cheers!

  • [CS:GO] de_armory (before Lab)

    • Freaky_Banana
    • December 21, 2016 at 2:48 PM

    This reminds me of de_mist so much ! It's awesome :) !

  • Reskinning Valve models

    • Freaky_Banana
    • November 28, 2016 at 11:36 PM

    Thanks for the awesome quick replies!

    All this has the goal of facelifting oakwood, finally getting it the autumn trees I always imagined.

    So we will hopefully have implemented this by the time we roll out the next update :)!

    Oh and Squad

    I couldn't find any such folder in my directories. So either I am plain stupid (quite probable) or there actually is no such folder.

    Cheers!

  • Reskinning Valve models

    • Freaky_Banana
    • November 28, 2016 at 10:37 PM

    Hey guys,

    I couldn't find any other threads on this, so I guessed here was the right place to ask.

    Does anyone here know, how to reskin official Valve models? (Specifically I am talking the Urban_tree_giant models for CSGO)

    For example where are the texturefiles stored? And are there any legal problems which might arise?

    Thanks in advance and cheers!

  • UE4 -WIP- Destiny Fan Art - Mars Station

    • Freaky_Banana
    • November 14, 2016 at 4:56 PM
    Quote from cglewis

    12 hours ago, cglewis said: @Freaky_Banana Thanks man! definitely working towards that :D Did some more work on background meshes Thoughts ? :)[Blocked Image: http://i.imgur.com/NNf14lk.jpg]

    I'm loving it :D !

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