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  3. Logic

Posts by Logic

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • Logic
    • October 28, 2015 at 7:45 PM

    I loved the car section with all those abandoned buildings! The 3-story house is hilarious :D

    The only part I wish would have been a bit shorter is the "Follow Freeman!" and "Anticitizen One" as I felt as this sections dragged on for a bit longer than I'd like them to. It's a minor complaint though and I still think Half-Life 2 is one of the best (if not the best) singleplayer campaign!

  • WIP in WIP, post your level screenshots!

    • Logic
    • October 25, 2015 at 2:14 PM
    Quote from Tensei

    A little progress with my trenches. It is going to be CT spawn with bombsite (Well, military base set in Afghanistan). Terrorists objecive is already obvious. Let's get rid of democracy !

    [Blocked Image: http://i.imgur.com/5yoxt0F.png]

    I think we would rather see some screenshots in-game :)

  • Modern themed map [CS:GO]

    • Logic
    • October 22, 2015 at 9:28 PM

    Some thoughs in the pic below :)

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

    I meant to spell of, not off...

  • Complex

    • Logic
    • October 21, 2015 at 10:48 PM

    New site, now possibilities. Just a teaser for now :v

  • Complex

    • Logic
    • October 18, 2015 at 2:21 PM
    Quote from JustFredrik

    As I remember, I liked B site as it was. I think the problem was not the site itself, I think the problem was that most of the action was drawn towards the A site. resulting in the B site not getting that much attention. If you feel like re-doing it go ahead but I think a good solution would be to in someway guide the terrorists so they would more often go towards the site. For example guiding light or a pathway that draws the attention of the player.

    I allways walked towards mid/A and never went towards the B-site as a terrorist. I thought the site was fine exept for the headshot pit for CTs.


    note that I'm writing this some time after the event so my memories might have faded or gotten twisted over time.

    I've realized that I might have jumped the gun on B-site. I will try to recreate the feel of the site with a new but similar layout. Thanks for reminding me Fredrik!

  • Complex

    • Logic
    • October 10, 2015 at 9:43 PM

    Complete redesign on B-site. This is just a preview, it's far from finished. Going with the construction site as the overall theme.

  • Complex

    • Logic
    • October 10, 2015 at 12:20 AM
    Quote from Atrax

    so I just wanted to look at your map, but the download link doesnt work.. does anybody have the link, or, better - could you please fix it

    Ohh, sorry about that. I guess putting the maps in a different folder messes up the links on Dropbox. Thanks for pointing this out!

    I updated the thread and all versions from now on can be found here! Currently de_complex_a13 is the newest version!

  • Need feedback on my new map idea

    • Logic
    • October 8, 2015 at 11:39 AM
    Quote from Psyrius

    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?

    Food storage, water reserves, medical supplies, servers, backup-generator or military crates (maybe a bit basic) :v

  • Complex

    • Logic
    • October 8, 2015 at 8:45 AM
    Quote from Tensei

    Is the propmodel meant to be with its front at the wall ?

    I though that the prop looked identical on both the front and back, but it has been changed since the screenshots were taken

    Quote from Quotingmc

    Why is there a sign of a guy falling down some stairs when there are none around?

    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.

    The sign has also been removed. It was a temporary gag for JustFredrik, it accidentally ended up in a screenshot.

    Just to be clear, I hate ladders. I think they are buggy and non-reliable, yet I think that it could work well on this site, kinda like the ladder on A-site Mirage. It's just an optional route that might be a few seconds faster than the back route. Also, the ladder is REALLY exposed! You have to be in control of CT-spawn, short and A-site in order to use it safely, and I think that it will balance itself out in playtesting. I could just remove it, but I really wanna see how it plays before I do.

    Thanks for the kind words Quotingmc!

  • Need feedback on my new map idea

    • Logic
    • October 7, 2015 at 3:40 PM
    Quote from Psyrius

    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

    How about some large hatches instead? :v

  • Complex

    • Logic
    • October 6, 2015 at 4:36 PM
    Quote from Atrax

    hey there

    Reaaly like the map from the screenshots, would be nice if you could upload it to the workshop for people to more easily access it

    I will say more when it is there, I am just too lazy to put the file in my csgo folder now xD

    Glad you like the look of the map, even though it's not that spectacular to look at :P

    Unfortunately I won't put this on the workshop until it reaches a level of detail that I'm happy with, and that might take months, or even years. I'd like you to reconsider installing the map manually though :v

    Quote from jackophant

    How apart a ramped entry like Mirage A slope? Or the underpass leads up to a mid point between the main A floor and the underpass level with more stairs leading up, 2 sets of smaller steps rather than one set of longer steps.

    The A-site has changed quite a lot since the playtest, but the high height difference is still there. I'll try to tone it down a bit using the methods you proposed. Thanks Jackophant!

    Guess I'll update my own thread with a picture of A-site while I'm in the middle of things. The ladder is fully functional if anyone's wondering.

  • The Martian - Trailer

    • Logic
    • October 6, 2015 at 4:16 PM

    I really liked the movie!

    Quote from (HP)

    The movie left out a couple of the most memorable moments of the book, and it only scratched past some things that the book covers pretty much in depth, but you can only cram so much content in a 2 hour movie, so it's understandable.

    Is the book any good? If that is the case I might give it a go :)

  • de_novo [WIP]

    • Logic
    • October 5, 2015 at 11:29 AM

    When I load the map I get a game crash, you might wanna check up on that :(

  • WIP in WIP, post your level screenshots!

    • Logic
    • October 5, 2015 at 11:12 AM
    Quote from jackophant

    Don't forget to change how the wall bangs work on that site. I was able to awp Ts running through the doorway at the top through the metal wall very reliably.

    That area is no longer used. There is still spots for wallbangs though. I might have to remove them if they prove too powerful :v

  • WIP in WIP, post your level screenshots!

    • Logic
    • October 5, 2015 at 10:15 AM

    Updated A-site with a cleaner look and less connectors. Someone mentioned that it would make more sense to have the crane as a target, so I moved the site in hope that it plays better. Not enough for a new playtest, but it's a start. I will continue redesigning the rest of the map.

  • MapCore CS:GO Playtesting 4.0

    • Logic
    • October 2, 2015 at 6:37 PM

    I think there has been a mix-up in the Excel sheet. My playtest date change (which doesn't matter because my map was played anyways) but Laminutederire's map got changed to the same date. Wasn't his supposed to be this Sunday?

  • Skybox generation

    • Logic
    • October 2, 2015 at 2:52 PM

    Here is a tutorial posted just a few weeks ago :)

  • Complex

    • Logic
    • October 2, 2015 at 2:33 PM
    Quote from Andre Valera

    I would suggest closing a few connectors between areas

    Creating a long and short split at underpass connector to A?

    Simplify the path from spawn to A in front of site above underpass connector?

    Reducing the amount of vertical angles seen from each entrance into site by raising the ground and reducing the extra areas players must check before arriving at A site also seemed like unused space.

    Thanks for the feedback Andre!

    I'm already in the process of redesigning A-site and have removed the connectors/dead space you mentioned. I'm not sure how to raise the ground level without having really low ceiling in the underpass, so I might try to keep it for now. I'm planning on making the crane the new A-site target so I might move the site all together.

    This is still early, but I'll include some images in the spoiler below:

    Quote

    Overview:

    A-site:

    I'll try to keep the Area between A and the red crate intact while simplifying the route from CT-spawn to A. I will also try to speed up rotation times in general.

    I recorded the entire gameplay session with TS audio. It helped a lot since there was very few actual comments (!fb, !feedback and !gf) on the map, I recommend others to do the same!

  • Complex

    • Logic
    • October 1, 2015 at 1:27 PM
    Quote from Vaya

    I would suggest doing the exact opposite. Start with a really simple design and incrementally add routes as required. If you try to skip to (or past in your case..) the end layout you'll have tons of issues fixing sightlines/timings etc for a route that may well end up being ripped out- I've been there, done that. Playtesters may end up overwhelmed with options too and you'll end up in a 'wood and the trees' kind of situation in regards to feedback. That's if they get as far as playing the map, People are often put off by a complex overview...

    That's good advice. Thanks Vaya!

    I'm just not really sure how to fix the layout as it is, but I'll definitely try to simplify the layout after tonight's playtesting session :)

  • Complex

    • Logic
    • October 1, 2015 at 10:28 AM
    Quote from Cruckz

    Ok so had a game against bots on this and then had a run around and I do like it overall. I feel that this will be interesting to see in playtest, it seems that the map has got some very interesting encounter spots. My only real gripe is with it is the passages around A being a little over complex pun not intended and maybe a few too may places to hide for an after plant scenario. Example being able to boost on top of the crane base. I felt that if you were playing a team that knew what they were doing it would be too hard to retake the site. I may be wrong and would like to see it in action.

    I feel that mid is a little T sided as if the ct pushes the overpass section to look at the t spawn entrance he is very easily flanked. however I feel if you were playing this map you would hold a little further back and let them push rather than pushing mid.

    I really liked the B set up <3

    I think this map has a lot of potential and am excited to see it progress. glhf

    I also worry that A-site is far too complex and too hard to retake in a competitive 5v5 game. I simply put all of the routes in too see which routes the terrorists prefers. I will adjust the routes based on gameplay feedback.

    Middle is by design easier for the Terrorists to take at the start of every round. Peeking as a CT is risky but may be a risk worth taking if you can catch the T's off guard and you can do some cool smokes to smoke off the catwalk :cool: This is my thoughts on it anyway, we'll see how it all plays out tonight

    I'm not sure where the easy flank you were talking about is. Maybe you could show me your thoughts on a picture or something?

    Anyways, thank you for the feedback Cruckz! I'm happy you liked B-site!

    Quote from Rick_D

    why is there a black cock on a generator?

    It is there because I was bored and put some random overlays to spice things up.

    Quote from Freaky_Banana

    So I myself also had a run around the map with bots. Some of the impressions I collected:

    First of all the map looks good (I especially love the container homes and the stones in mid. I have to state though, that I felt like the props were not corresponding to a main theme.

    Second the gameplay:

    The navmesh on CT side seems really mucked up ^^. CTs keep getting stuck on the door at B and just rush mid most of the times, where they wait, until the bomb is planted(otherwise they like B for a roundstart). Ts seem to plant on A usually, and I have to say, that A is hard to defend, since there are many angles the Ts could come from (given they have taken mid, which happens often because it favors Ts thanks to being able to just smoke out the one single CT entrance to it from their spawn). I don't know if I just took the wrong approach here, by defending from down back at the foot of the crane, But I also had problems retaking A (especially since the CT bots were all stuck on that door xD). There were just too many Ts in the site already (btw the readability is bad with the box in the corner of the site closest to CT Spawn, Ts have almost the same colour ). I would suggest removing the back of the road like thing in the back of A towards CT side. It's tough to check without running out in the open, turning your back on the actual site. B looks cool, although I imagine it being a tough charge for the Ts to get into the site. Once they have it its great though . Rotations are easy to hold down for the Ts, by controlling the hall infront of mid (on CT side) and the underpass to A. No one wants to run around through T Spawn, when the bombs ticking. That'd be it for now, if I remember anything else later, I will comment again . Until then keep up the good work!

    Cheers!

    I'm happy you liked the visuals in some areas. The map isn't detailed yet and props have been randomly placed to make areas feel less empty. I will certainly fix this once the map goes into the detailing phase!

    What can I say about the bots, they are all idiots and the nav-mesh isn't really a priority at this point

    I understand that A-site is currently a bit tricky to defend. I though that CT's would push up and defend the tunnel as a start though, giving them some space to fall back on if T's were to push their position. Still, it's not perfect and I'll give the whole area an overhaul once I get some more feedback The wasted space that leads up to the truck will most likely be removed as well.

    I can't tell which box you meant though, maybe you can show me with a picture? :???:

    I'm still trying to make T-spawn relevant, but it's a though task since timings still need to match up with the current timings. I'll look into redesigning T-spawn from scratch some day!

    Thank you for the feedback! It's great to hear these things from other people as well

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