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  3. Logic

Posts by Logic

  • de_sawmill

    • Logic
    • November 16, 2015 at 1:45 PM

    Just tried the map and at this stage I don't think it would play very well. CT's and T's meet on the bombsites and there is basically no time to set up. I also feel like the CT entrances are way weaker than the Terrorist's

    They also peek mid at the same time, which makes it really hard for CT's to hold and T's has way stronger lines of sight into mid.

    This is just speculation, but I think playing this map as a CT would be really hard. I'd like to run around with another person in order to get a grip of the exact timings though. I might have gotten something wrong.

    Ohhh, one more thing!

    Quote

    If you have usable doors that look like this...

    ...don't have detail that looks the same!

    It messes with my head

    Happy mapping!

  • de_siheyuan [WIP]

    • Logic
    • November 16, 2015 at 1:23 PM

    I think you have to rethink a lot on this map. You have a good theme already, but don't think any area would play particularly well at this stage.

    If T's rush A these blue dots are all the spots they have to keep in mind when running out. If they wait, why have to keep in mind the orange spots as well. It's an AWP-fest! And oh, don't allow players into the water

    The map is very, very dark as well, and since you're still at the greybox stage I'd urge you to brighten it up a lot, since readability will be crucial if you were ever to submit the map for a playtest.

    The mid window feels way to OP. One smoke covers the T's only entrance, you're basically on B site already and by jumping down in the connector you can peek A-site within seconds. That probably won't play very well :(

    I'd say that you have some thinking to do, but anything can be solved with new fresh ideas

    Happy mapping!

  • Counter-Strike: Global Offensive

    • Logic
    • November 16, 2015 at 12:44 PM
    Quote from laminutederire

    Stop hating the nova's. Some of us are bad because we don't play as often, sometimes because we don't know how to use our hands bit whatever it's a game and we don't insult you for being better than us.

    I don't think it anyone meant to hate on Novas or players of any particular rank, but the reality is that some ranks has more toxic players than other. Sadly most of the random players I play with tend to be as toxic as B-site on Nuke...

    And you certainly don't play as a Nova, I could tell just by the few times I ran into you in yesterdays play-session :P

  • Complex

    • Logic
    • November 16, 2015 at 12:06 PM

    Small update today that fixes some dark spots on the map. The overview is slightly out of date but there isn't going to be any major surprises, just some crates that's not on the radar.

    Everything is ready for the playtest! Hope to see you there! :)

  • Counter-Strike: Global Offensive

    • Logic
    • November 16, 2015 at 10:15 AM
    Quote from jackophant

    I found the worst players were around the MG skill rank, they were the toughest matches. Mostly everyone who i met at gold nova played better because they had no ego about the game and worked better as a team (admittedly usually under my guidance). Get to MG1 and every one thinks they're fucking get_right, everyone's always letting them down and can't puill their weight, despite the toxic butt hole bottom fragging.

    Quote from DrywallDreams

    As a recent MG: this is very true. If you say anything that goes against the "master plan" (usually 'rush a no sotp'), they will explain to you that you are playing the game wrong/you are bad, etc. Or if they pull dumb garbage and die for it, they will *always* claim anyone playing sensibly is baiting.

    All true. I was stuck at MG level for ages playing with random idiots that all played lone wolf. This was before the ban waves though, not sure how MG plays nowadays.

  • de_swift WIP

    • Logic
    • November 16, 2015 at 10:00 AM

    Hi! Couldn't answer you right away after the playtest, so I'll give you some feedback now instead.

    I like A-site quite a lot actually. I'm not sure about the platform at the back though, it feels a bit too powerful for CT's. Other than that I think the site needs to simplified a bit, but as it stands I think it's alright.

    B-site was more of a mess since there was so many angles and to check. I'd remove the balcony at the back entirely just to simplify it a bit (check pic below). @Fnuggi also pointed out that the glass on B should be breakable, and I agree completely.

    Quote

    I'd remove this area completely:

    I dislike that so many maps has a traditional mid, so I'm glad that you tried something new and added a second mid as well. That said, it didn't feel right in the playtest as T's could almost reach B-site without ever being seen. I'd try to incorporate it into middle instead.

    Quote

    Talking about this area:

    Mid feels very T-sided. Ct's can easily be smoked off on the platform and if they jump down they have nowhere to go except facing the T's head on. Since T's has a roof on their side they can flash and peek at the same time, without having to worry about getting flashed.

    There is a lot of clipping issues. Invisible walls on random crates, boost spots and areas that looks accessible but isn't (see pics). At this stage, try to use less clipping and just add real walls to areas you don't want the players to get to. It's still a greybox after all There is also a ton of gaps between crates and walls, fill these up (see pics)! You should also try to use the texture "noclip" a lot more as none of the walls of your map are covered with it. Cover the outer walls with it in order to keep your map running well, even at this stage.

    Quote

    Boosts:

    Crate-gaps:

    See if you can solve some of these riddles until next playtest

    Happy mapping!

  • Delta Delta

    • Logic
    • November 16, 2015 at 9:18 AM

    Hi! I had to get some sleep right after the playtest, so I'll give you some feedback now instead.

    A-site was by far the better bombsite, that said, I think it's pretty hard for Ct's to defend. CT's can't really peek into where the T's are coming from without standing by the boxes on site. They have very limited space to fall back on. Also, in case of a T rush the CT's would have to smoke off both entrances in order to stop it. If only one entrance is smoked off T's could just instantly switch to the other entrance.

    B-site felt very claustrophobic, other than that I can see it play well if only the area was a lot bigger and the site wasn't as small. I liked the broken wall at the back since it was a good counter spot from the connector to middle.

    Mid was okay, just okay. It didn't feel like it belonged to any team and I'm not sure how I feel about that. It's also very generic. You should look into making it stand out a bit and make the timings a bit more interesting. Don't be afraid to use verticality to achieve this.

    The current radar in this thread isn't up to date, you might wanna fix that :)

    Happy mapping!

  • de_sawmill

    • Logic
    • November 15, 2015 at 4:07 PM
    Quote from Quotingmc

    Your a visibilty over visuals guy?

    Currently favouring a toned down dust effect 2. Has tiny effect on visibility but is enough to make the room look dusty and like the saw has been producing wood dust.

    I am

    I barely noticed the effect on #1, but #2 looks way to distracting in my opinion. I prefer visability at this stage, but if you found a toned down version of #2 that you liked you could try it out anyways

  • de_sawmill

    • Logic
    • November 15, 2015 at 2:11 PM
    Quote from Quotingmc

    Trying out some dust effects, what looks best?

    The original :P

  • de_sawmill

    • Logic
    • November 14, 2015 at 8:27 PM

    Theme already looks great! It will be fun to see this detailed in the future.

    I already love the saw blade on B :v

  • Complex

    • Logic
    • November 14, 2015 at 8:23 PM

    Playtest submission got accepted and will take place on the 19th of november. I'll be there :)

    Quote from Quotingmc

    Map looks far more polished, less random props and more thought out placement. Starting to take shape.

    Thank you! I've tried to keep the props at a minimum. I've only placed props that has a direct impact on gameplay this time around :)

    Quote from laminutederire

    Looking forward to the playtest :)

    Thank you! It will hopefully play a lot better this time around :)

  • de_stupa

    • Logic
    • November 13, 2015 at 10:55 PM
    Quote from jackophant

    It sounds like the bomb sites have switched (so I switched the site names in your OP). Although I didn't touch the brushes I've heard a couple of reports now... Strange

    1. What don't you like about the jump?
    2. Yeah, I'm looking into the doors atm, as CTs having to cut 90degrees on a corner to get into the site isn't the best flow
    3. Mid has flipped now, it's played down the long angle towards B long. Maybe try and think of the double doors as lower tunnels on D2?
    4. Thanks separating the path down and the window has really helped shape the site.
    5. I have the full lighting ripped straight out of ar_monastery. It's a bit OTT atm with dev textures, but is more controlled with the less reflective brick textures I plan to use

    Thanks for checking it out

    I thought the sites had switched place but thought I mixed them up. Oh, well. I fixed my original post. It always seem like the last bombsite you created becomes the A-site, not sure why they switch sporadically sometimes.

    1. I don't like the jump because if feels like people will be very vulnerable while jumping on top of the ledge if someone is defending from below. I feel like people on top are already at a disadvantage since they have to be in the air when jumping down there and the angle they can peek from up top is very narrow, just like T's on Cobble's dropzone. Cobble at least has a nice ramp leading up to the drop.
    2. Exactly, I still like that entrance though, but not as a main entrance for CT's.
    3. I still think CT's will have a hard time defending both angles from that window, or maybe I'm just missing something here.
    4. Thumbs up!
    5. I still think you should implement some bloom control before the next playtest :)
  • Complex

    • Logic
    • November 13, 2015 at 9:23 AM

    Big update after quite some time! I'm quite happy with the map for now and will submit it for a playtest ASAP!

    Overview:

    A-site:

    B-site:

    Middle:

    Changes:

    1. Streamlined A-site and moved the site to the crane
    2. Completely redesigned B-site
    3. Removed stairs from Tunnel to short
    4. Completely redesigned short
    5. ...and a lot more less important details!

    Known issues:

    • Shadows of bars in mid and on short disappears at certain angles
    • Timings to choke-points on B-site might need some fine-tuning
    • A fence in mid is hovering in the air... Please ignore it :v
    • T's setup on B-site is very uninteresting, any feedback regarding this is highly appreciated
  • de_stupa

    • Logic
    • November 12, 2015 at 6:26 PM

    So I tried out the latest build that you liked in TS.

    The outer areas of A-site looks a lot better. I like the drop, kinda like a one-way flank with no return. I don't really like the jump that you have to do to get down there though. The actual site feels very stale and I can't see CT's try to defend it from inside since CT's would be completely trapped in case of a A rush split. Another entrance towards CT-spawn would probably make it feel a bit more open and allow CT's to retreat if they wish to.

    I'm not sure what to make of mid. It feels very awkward that CT's gets peeked from both door and the pathway straight across. It just seems like CT's would have a really hard time defending the double door without being completely exposed from the other entrance.

    I like where B is going, keep that up! Site allows for all kinds of plants which is always a plus!

    One last thing, you should add a tonemap_ctrl and tone down the bloom a bit. It was very bright in some places in both this version and the one that got playtested last week.

    Happy mapping!

  • de_novo [WIP]

    • Logic
    • November 11, 2015 at 5:16 PM

    Better late than never! Here are some thoughts!

    The content cannot be displayed because it is no longer available.

  • Counter-Strike: Global Offensive

    • Logic
    • November 11, 2015 at 5:03 PM
    Quote from El_Exodus

    What do you think about this?

    Well, the return of Nuke is no surprise and Valve reworking banana on Inferno makes a lot of sense since it's a smoke-fest right now.

    But frankly the D2 part sounds like BS. There is nothing wrong with the way that it plays, except maybe the back of T-spawn which has always been flawed IMO. Guess we'll see what happens

    External Content www.youtube.com
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    Also, new footstep sounds!? Who saw this coming? I was surprised but I do like that they try to clean up inconsistencies like this. Running around sounds weird though, something to get used to

  • De_forlorn WIP

    • Logic
    • November 11, 2015 at 4:12 PM

    Any current overview? All I could find was one from 2:nd May 2014 :v

    Theme looks very clean, which is always good! It really screams Black Mesa and/or an old fashioned Bond-villain base :)

  • DE_SANTORINI

    • Logic
    • November 9, 2015 at 2:31 PM

    I thought that mid window would be a pain to smoke off, but I found this neat smoke within a few minutes. Guess it wasn't as hard as I thought :v

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  • DE_SANTORINI

    • Logic
    • November 5, 2015 at 4:56 PM

    It'd be fun to try this out in a 5v5, anyone?

  • Counter-Strike: Global Offensive

    • Logic
    • October 29, 2015 at 6:58 PM
    Quote from El_Exodus

    Did you guys watch Luminosity vs Fnatic?

    Hidden Content

    Really? Gotta watch this game!

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