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  3. Logic

Posts by Logic

  • What's going on with your life?

    • Logic
    • August 25, 2015 at 8:08 AM

    I'm about to graduate and me and my girlfriend and are finally moving in together, after 2 long years of long distance relationship! :D

    ...and I found MapCore! Score! :v

  • Labour - my WIP map[NEED FEEDBACK]

    • Logic
    • August 24, 2015 at 2:43 PM

    You should probably use light_environment to get some even lighting all over the level. As jackophant said, it's a bit dark even with the other light entities.

  • Modern themed map [CS:GO]

    • Logic
    • August 22, 2015 at 3:59 PM
    Quote from laminutederire

    I don't know there are players like me who broaden the range of players on mapcore but I am one of the rare silver elite master to have headshot high ranked players during playtests

    Problem is that I am happy with everything excepting mid which need a revamp to play better, and a minor change to main B, but that aside I really don't know what to change

    Can you give us an updated overview of the current layout?

  • Modern themed map [CS:GO]

    • Logic
    • August 22, 2015 at 3:00 PM
    Quote from laminutederire

    if I use the feedback provided here, I should design the map for the top 25-50% players, since there are not really bad players on playtests for instance!

    in the meantime I don't know what to change, no bots have ever arrived to the bombsite at the right time because they are all so fucking dumb... but I don't know if it is a symptom of a too long rotation time, or if it is solely the result of them running around T spawn then taking the longest route to the other bombsite, then taking the longest rotation path and arriving in the last 10-5 seconds..

    Top 25-50% sounds better, even though you can probably go even higher.

    As for bots, don't use them as a reference on rotation times, they never run with their knife out and never take the fastest route. Run around yourself with your knife out, time the rotation from one area to another and try to get a picture of how the map will play by yourself :)

  • Modern themed map [CS:GO]

    • Logic
    • August 22, 2015 at 2:45 PM

    Don't design your layout with the top 1 % in mind. If the level is accepted by the normal community (without extreme exploits) some people will take the map and play it competetively, if that happens you'll see all types of exploits/tactics emerge. It is then up to you if you want to patch these out or if you think that it enhances the depth of the map :)

  • [CSGO]de_bakery(WIP)

    • Logic
    • August 21, 2015 at 6:31 PM

    Again, use nodraw on the textures ontop of areas that players can't see anyway, it helps us the see the overview more clearly and it's good practice on easy optimization.

    One small thing about the A-site. If you're supposed to plant in the slope the bomb will always look like its' hovering in the air, doe to the CS Go bomb always being planted flat on the ground. Not a major bug, but I think working within the game's limitations from the start is a good thing.

    T-spawn (left on overview, right?) looks lazy to be honest. They just run around a building to arrive at the same entrance? I'd rather see a split in T-spawn so that T's immidiatly has too make a decision on where to go.

    I know this is early in the development cycle, but try to develop a theme as well when building. No major detailing, but some blocks that actually looks like buildings would be nice. is this supposed to be a bakery? This bakery must be huge! :D

    And last but not least, use boxes! I know it will make your map look like a warehouse-looking area, but they are easy to replace and gives the map some cover from day 1. The map looks very empty at this point.

  • Counter-Strike: Global Offensive

    • Logic
    • August 21, 2015 at 5:48 PM

    So, which team do you guys want to win Cologne?

  • de_worldstage (csgo)

    • Logic
    • August 20, 2015 at 10:50 PM
    Quote from Kochi

    Fixed:)

    If it's fixed you should post some pictures of the result :)

  • Modern themed map [CS:GO]

    • Logic
    • August 19, 2015 at 11:23 PM
    Quote from laminutederire

    good job on the layout or good just on the hiding things part?

    Haha, I meant the hiding, can't try the level out since I dont have access to a computer this week :P

  • Modern themed map [CS:GO]

    • Logic
    • August 19, 2015 at 11:11 PM
    Quote from laminutederire

    Everything is hidden now, sorry for the trouble!

    No need for an apology, good job :)

  • Modern themed map [CS:GO]

    • Logic
    • August 19, 2015 at 7:58 PM
    Quote from laminutederire

    Here are screenshots for other

    Please oh please hide the screenshots next time. They take up way too much of the page if you're not interested in looking at them :o

  • Looking for people that are aspiring to work in the game industry

    • Logic
    • August 18, 2015 at 9:22 PM

    I'd love to be a game/level designer one day :)

  • How do you decide on what to play?

    • Logic
    • August 18, 2015 at 11:53 AM
    Quote from Vilham

    You can hide them entirely in the Set Catagories menu.

    I have 323 hidden games.

    I gotta try this! :o

  • de_mirage idea

    • Logic
    • August 14, 2015 at 12:33 PM

    I can understand the changes, but I'd rather keep it as it is, only because I hate terrorist spawns that just have one route which you have to take no matter where you're going. I'd rather have a choice in where to go as soon as the freezetime expires :P

  • WIP in WIP, post your level screenshots!

    • Logic
    • August 14, 2015 at 12:26 PM

    A site is finally starting to take shape and look somewhat like a construction site! Not much detailing so far, but the ideas are there! :)

    A-site:

    Back of A-site:

    CT connecting to A-site:

  • WIP in WIP, post your level screenshots!

    • Logic
    • August 5, 2015 at 6:23 AM

    My first attempt at a radar. Any thoughts?

    EDIT: For some reason it looks really dark on the forum :S Click the image to see how the radar actually looks like!

  • [CS:GO] de_butterfly

    • Logic
    • August 3, 2015 at 8:48 PM
    Quote from Squeebo
    Code
    Hey, long time no update,
    been trying to prepare my map for a playtest just recently.
    would be grateful for any feedback beforehand.

    [Blocked Image: http://i.imgur.com/X4geJE7.jpg]

    A few things came to mind just from watching the overview.

    • CT's definitely has to be closer to the sites. looks like both teams will arrive at the same time, and that's no good.
    • You might want to make the sight-line shorter in the hallway above CT spawn.
    • Another entrance at T's side might improve long rotation-times from/to A site.

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

    The maps looks goof though and has some interesting architecture

  • WIP in WIP, post your level screenshots!

    • Logic
    • August 3, 2015 at 1:11 PM

    I'll just upload an overview of the level de_complex so far :)

  • WIP in WIP, post your level screenshots!

    • Logic
    • August 2, 2015 at 8:19 PM
    Quote from afallensentinel

    With knife out, it takes about 17 seconds to reach A-site from T-spawn, 15 to reach B. 9 secs to A from CT, 7 to B. Note that this only counts the second you step inside the room, meeting points should be somewhat quicker.

    And yeah haha, I hate scaling maps, even now some ceiling seem a bit high and corridors too long, the map itself is inspirated by the likes of Agency and Resort.

    Here's in-game overview: (no much lighting yet )

    Here is some things I spotted right away. If you feel like they are wrong assumptions then ignore them. I can't really tell how the map plays, I can only speculate

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

  • WIP in WIP, post your level screenshots!

    • Logic
    • August 2, 2015 at 6:27 AM
    Quote from Overdoziz

    Hey guys, first time poster here. Currently working on my first ever map that's actually found its way onto the Workshop. It won't play great in CS, but it's a nice way to get used to working with Hammer.

    I recognize that map! You probably should have told people that it's based off of a multiplayer map in Halo 3 :P

    It looks great and might not work well for defuse, but Arms Race and Demolition could work out great!

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