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  3. Psyrius

Posts by Psyrius

  • MapCore CS:GO Playtesting 4.0

    • Psyrius
    • October 29, 2015 at 11:55 AM
    Quote from Vaya

    'NO CLIPPING, NO MINIMAP AND POOR MEMES'


    most scathing feedback I've seen.

    I understand the first two, but the third is just a personal opinion ^^ But I think the one who wrote that wasn't super serious about it... I hope

  • MapCore CS:GO Playtesting 4.0

    • Psyrius
    • October 29, 2015 at 10:24 AM

    I've updated the map alot since I last uploaded it to the Workshop (I knew that version I submitted was not going to be accepted). The update includes clipping and a minimap. I'm still doing some final changes for the playtest tonight and will upload the new version in a couple of hours! :)

  • [CS:GO] de_proxy [WIP]

    • Psyrius
    • October 19, 2015 at 10:16 PM

    CT spawn is getting some shape. Still alot to do though :)

    [Blocked Image: http://i.imgur.com/E6Vrc3G.jpg]

  • Source 2 and CS:GO

    • Psyrius
    • October 15, 2015 at 9:44 PM

    If it happened, here are a few hopes and wishes from me on top of my head:

    • Real time rendering... I can't stress this enough how much time this would save.
    • I hope there would be no need for optimizing you level. (I'm sorry Will2k ;)) Maybe applying nodraw textures isn't a big deal, but everything else.
    • Painting textures in real time.
    • Better and more time efficient texture editing/making. VTFEdit is cool and all, but all these extra tools that you need should all be inside the editor itself in my opinion.
    • Better tools to create certain shapes.
    • Included prop converter/maker.
  • Source 2 and CS:GO

    • Psyrius
    • October 15, 2015 at 3:17 PM

    Has there been any official confirmation that CS:GO will be ported over to Source 2 in the future?

    If not, do you think it will?

    If it would, what do you think this new engine might improve on how we make our maps? And which features and functions do you hope to be included?

  • [CS:GO] de_proxy [WIP]

    • Psyrius
    • October 13, 2015 at 10:57 PM

    Introduction:

    Hello!

    Some of you may remember me making a map called "de_deluxe". It was my first try to make a competitive map - but in the end, I decided it's better if I just start over.

    I think the biggest problem was that I couldn't really see the map in my head how it was going to look like in the end. I got feedback that it really didn't have any consistent theme. And also that it felt that it was like 2 mids, in which I both do agree on.

    So I tried a different approach this time. I thought that if I just detailed one house, it would help me to have a consistent theme and have a clearer vision of how the map will look in the end. I started blocking in with as few regular world brushes as I could and used "func_detail" to make a simple, modern high-rise building and a trash room. This was all new to me. Before, I didn't realize how important it was to think twice of how big regular world brushes should be and to always have in mind where details may be placed later. This is where I also realized that it would be so much work if I actually decided to go back to my "de_deluxe" and try to fix everything. Because it was not blocked in, in a good way.

    So, I had my high-rise building done. I then started to work on the layout... I sat for hours... thinking... sketching... Still the same problem. I couldn't get a clear vision on how to make an urban setting and to make it interesting enough for a defuse scenario. So I basically gave up and took a little break from it all.

    After a few days, I thought to myself that I can't just give up... Maybe I don't want to do an urban setting? Maybe I want to do something else? So I began looking for inspiration. I wanted to do something unique. I wanted to have a story. I wanted to have a clear vision in my head on how the map will look in the end and still have good gameplay. It took quite some time, but when I got the idea it all felt so perfect to me I now had everything I needed and began to plan everything as I was originally thought from all the tutorials I've seen and read. It worked out better than ever and it has been such a breeze blocking in this map when comparing to my older projects. Because I now have a vision what will actually be there, in that square, little room, that I just blocked in.


    Skyddsrummet:

    Skyddsrummet is Swedish and basically means "The Shelter" or something But it's just a temporary name. This map will resemble an old shelter, taking place in a mountain in Sweden, that has been renovated abit. One of the bombsites will be a server room and the other bombsite will be a power management room.

    If you look away from the theme, the basic idea of the layout is to have 3 layers. The bottom layer is the ground level inside the mountain. The top layer will take place outside, on top of the mountain. The middle layer will be used as a three way connector and will take place on the second level, inside the mountain. You can get onto the second level from the top layer if you take control of the outside area. You will also be able to take ladders up to it from the bombsites, near the chokepoints, so that the counter-terrorists will be vulnerable if they just try to rush it. It will also work as a secondary rotation path for the CT's if the terrorists have taken control of the other bombsite.

    So this is basically me, my creativity and will to make something unique at play. I'm not sure how and if this will work out well yet. Maybe my creativity will lead me into failure once again? Who knows. But if you fail alot of times, it's already determined that you will succeed after a while. I just gotta keep trying. But I do have faith that it this can be fairly balanced. It is something I have to work on and playtest with you guys later 8)


    I have blocked in the ground level so far. I will start working on the second and third soon.

    I have done something I shouldn't... :rolleyes: I started detailing a hallway. But it's just so fun! :shock: I will not touch more now, I promise! But in my defense, it's just a simple hallway. Noone can really say "omg, this hallway isn't balanced!" So I won't really have to change anything in there later anyway Just add more detail. And maybe more cover if need be. I also made a door. I think it looks ok, but can be improved more

    Screenshots of the little hallway:

    http://imgur.com/a/TCvWi


    More screenshots and information will come later!


    Quote

    By the way, this thread is feeling abit lonely https://migrationtest.mapcore.org/topic/19602-ps…hilloutambient/

    It's my music if you want to hear it

  • -

    • Psyrius
    • October 10, 2015 at 9:55 PM

    Wow, didn't know about this one. Will try it out later

  • Psyrius music [Chillout/Ambient]

    • Psyrius
    • October 9, 2015 at 8:44 AM

    I've mostly been mapping lately. Mapping now takes up all pretty much all my free time, lol So I don't have much time for music production anymore. I enjoy doing both alot. It's a gateway for me to release all my creativity. I would say I'm much better with music production though, as I've been producing music for about 15 years.

    In 2014, I released an album called "Sorry Pluto", featuring 8 tracks dedicated for each planet. It would be 9, but sorry Pluto, you're no considered a planet anymore

    Before mapping took up all of my free time, I decided to start working on my second album. 1 track is done and it's absolutely fantastic. Never spent so much time with a song before. It sucks that I can't release it yet and that I can't do both music production and mapping at the same time

    But if you want to listen to my music, you can find it here and there.

    If you have Spotify, just search for Psyrius and you'll find my album or click here https://open.spotify.com/artist/4Uh1lBg0zTTYbQZKxa3Xg9

    My soundcloud: https://soundcloud.com/psyrius

    Here someone who made a little animation for my track Mars: https://www.youtube.com/watch?v=1GhqJVLdoXE

    My whole album on Youtube: https://www.youtube.com/watch?v=_olx6_vM4Mk


    Sorry for self promoting, but I just wanted to share.

    Hope you like it

  • Need feedback on my new map idea

    • Psyrius
    • October 8, 2015 at 8:27 PM
    Quote from Overdoziz

    Terrorists with airstrikes? damn

    Hehe, have to work on the story abit perhaps ;) Not a good storyteller!

  • Need feedback on my new map idea

    • Psyrius
    • October 8, 2015 at 11:57 AM

    Okay, so it's gonna be something like this I guess: "Since airstrikes won't do the job, the terrorists have sent their best men to take out an important communication center/server base located deep down in a mountain in Sweden."

    [Blocked Image: http://i.imgur.com/YsOy5bu.png]

  • Need feedback on my new map idea

    • Psyrius
    • October 8, 2015 at 11:15 AM
    Quote from jackophant

    I really hope those are func_detail, lol

    Ofcourse I'm a noob, but not that noob! Made them just for fun.


    By the way... anyone has any idea what the terrorists might want to blow up in a bunker? My only idea so far is like a data base/servers. But maybe there's something I havn't thought about?

  • Complex

    • Psyrius
    • October 8, 2015 at 8:11 AM
    Quote from Quotingmc

    Just somebservations from the photos; Why is there a sign of a guy falling down some stairs when there are none around? Isn't that like a warning or cautionary thing? Maybe it is a sign (Punny) for my next point...

    Ladders! I would avoid using them, especially in important areas like a bomb site. The hit boxes may be fixed but they are still annoying to climb. I think a small set of stairs could run parallel to the wall and do the same job.

    looking a lot better than the playtest already, look forward to it once it is done.

    You're correct that ladders is bad for gameplay. But that ladder is an optional route. You have the choice to get on heigher ground quickly and take the risk of being vulnerable to attacks, or you can take the longer safer way.

  • Far Cry Primal

    • Psyrius
    • October 8, 2015 at 7:14 AM

    I was hoping for dinosaurs, but I guess this is ok too :P I was a big fan of the first Far Cry. I remember these times when you always asked your buddies "but does your PC even run Far Cry?" If your PC could run Far Cry, you were the man basically. I've tried out all of games in the franchise, but I havn't really been stuck in them for too long. The mushroom trip in Far Cry 3 is so damn cool though ^^

  • Need feedback on my new map idea

    • Psyrius
    • October 7, 2015 at 9:53 PM

    Isn't those trees just so fabulous ;D

    https://gyazo.com/35792e77f121ce3a4b97215d63adb5b4

  • Need feedback on my new map idea

    • Psyrius
    • October 7, 2015 at 3:46 PM
    Quote from Logic

    How about some large hatches instead?

    Could definitely work! :)

  • Need feedback on my new map idea

    • Psyrius
    • October 7, 2015 at 3:07 PM
    Quote from jackophant

    I'm talking generally. I can't see any particular route that would be of concern right now, but it's something to bear in mind.

    I think the A > B direct connector is a bad idea, and could be removed to make the pathing more simple and the levels work. I would also make the top level more of a conventional mid. Maybe skylights or something that nades can be dropped down from on top for interesting plays.

    Okay, then I understand :) Do you mean the connector on the first level?

    Skylights would be super awesome, but kind of destroys the theme. But maybe I can get it to work somehow. Need to look into that :)

  • Need feedback on my new map idea

    • Psyrius
    • October 7, 2015 at 2:31 PM
    Quote from jackophant

    @Psyrius I edited this into my original answer, but you may have missed it:

    TBH, I'm not even sure you need that second level? If you do go for it, I'd simplify the paths on the first level.

    Introducing verticality is ok, but you need to try and maintain a manageable amount of paths. Being flanked helplessly is one of the most frustrating things on these map tests.

    Try and think about how 5 CTs can defend on your map, preferably not too spread out and cover all angles. Ts shouldnt be able to get past unnoticed without killing a CT or at least pushing them back a lot (think cache vent into B from mid)

    Where do you mean T's can get past without getting unnoticed? :)

  • Need feedback on my new map idea

    • Psyrius
    • October 7, 2015 at 2:04 PM
    Quote from jackophant

    Your first and second levels look good, but I can't think of any situation where that 3rd level is a good idea. It's just a tunnel to fight in or a ridiculous uber flank, ofc depending on how open it all is, and if it is open, it's just a death trap like aim_deagle_7ks walkway.

    Lol, I do agree with you. That third level looks totally shit. It's hard to explain. But in my vision I think it can work if I just design it properly. I'm gonna start a greybox of the map soon. It will be easier to do a presentation of my idea if you can watch it in 3D I think.

    Quote from Vaya

    'LEVELS, JERRY!'

    Keep in mind that too much vertical overlap in maps is horrific for the radar/sounds. How many ladders are you planning on having too?

    Looks interesting.

    I will try to avoid having the layers on top of eachother as much as I can My first idea was that you can only enter the second level through the third level. And then you can jump down from the second to the first. But I think I will need to add a ladder to atleast 1 of the bombsites (or another way to get up). But I don't want the CT's to be able to just rush up to the second level and get in position without resistance. One idea is to add a ladder from, let's say bombsite A, near the chokepoint, so that it's used when you have complete control of the bombsite. Or in the case of a B rush, can be used as a rotation path.

    We'll see how it works out.

  • Need feedback on my new map idea

    • Psyrius
    • October 7, 2015 at 11:31 AM

    A more simplified layout:

    https://i.gyazo.com/e928ee9202ce82937188b031ddf7cb3d.png

    And again: Layout isn't done. And third level won't exactly look like that. It will be more organic since it's on top of a mountain. But the idea is for it to act like a "mid" and if you take control of it, you can go down to level 2, through a ladder or something. And on level 2 (which acts like some sort of a connector) you can choose to go A or B. And when you reach the site, you're on "balconies" or higher ground.

  • Need feedback on my new map idea

    • Psyrius
    • October 7, 2015 at 10:11 AM
    Quote from SotaPoika

    At least in Finland, usually in those bunkers there's ways to access waste-management facilities, water reserves, subway and city heating stuff.

    Yeah, so basically you can go abit crazy about what you want to put into your level if you go for this type of theme, which is very fun :)

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