Didn't realize this was in Work release until now :o
A bit too under-detailed to be a Arms-race map, but good enough as an aim-map I guess ![]()
Didn't realize this was in Work release until now :o
A bit too under-detailed to be a Arms-race map, but good enough as an aim-map I guess ![]()
The underground area feels like a really forced idea. There are plenty of routes for the T's already and since the playtest was quite T-sided it might be a good idea to remove it. Connecting the far left to the far right like that just doesn't seem to be a good idea to me ![]()
If an entire forum dedicated to mapping is actively trying to make you stay away from the carve tool you should probably take their advice ![]()
I gave this map a go yesterday and found that it's hard to spot anything wrong with the map. There is a ton of routes everywhere, and I'm pretty sure that there are too many, but deciding which routes to remove and/or edit is beyond me. The best thing to do would be to playtest this map in a MapCore playtesting session, which I hasn't been done yet, right? ![]()
There are a few things that I don't personally like though:
I can't say much more without playing the map with other people
Logic out!
Quote from ElectroStatic46 minutes ago, ElectroStatic said: Hi guys I just put my first map up for playtesting. If it gets accepted however I won't be able to join the playtesting due to difference in timezones so I was wondering how would I get feedback if I can't join the playtest session?
I'm not an administrator or anything, but I do take part in the playtests regularly.
There will be replays and comments from players available to you a day or so after the playtesting session.
I'll also try to make it to the session and give you some feedback directly in your own thread ![]()
Basically every single discussion on the Steam CS: GO forums:
[Blocked Image: https://i.gyazo.com/b9f7db58c51325639b74c0882a83b1b6.png]
I think you should raise the ceiling in all of the indoor areas. All these rooms feel cramped and empty, and could defiantly use some additional detail.
Both sites looks incredibly barren. This is CS, add more crates!
In all seriousness they could probably use more cover and maybe a decrease in size all together.
I think you should keep working on this until you've achieved a higher level of detail ![]()
This map looks and feels great! ![]()
It's hard to theorize how it plays though. I'd totally be up to try this in a competitive 5v5 setting ![]()
A very beautiful map! Great job! ![]()
Quote from Lykrast2 hours ago, Lykrast said: As for dev textures only, I still feel like putting textures in, just to make it a little bit less bland and because it doesn't take that much time to do; but it's my choice if I want to waste some extra time to make areas I'll probably rework later a bit more pretty...
If that's what keeps you motivated then go for it ![]()
Quote from JSadones8 minutes ago, JSadones said: Wow thanks for the awesome edit of that minimap ! Helps a lot!
For the bombsite a, I really want it to be blowing up the satellite. But I can't find any good solution that fits the environment.
Thanks for the other feedback, I'll have a look at everything once I get the other feedback from the playtest.
No problem ![]()
Yeah, I saw that other people told you to move the site. Different opinions I guess
It shouldn't be impossible to pull of thought, but stick with this site for now.
That's more than enough ![]()
Some general thoughts:
The exclamation marks (!#) are all of the connections into mid, which I think there is too many of.
I think T-main (which didn't get a number... doi), !2 and !3 are all good.
!6 is okay but it's very close to the main route towards B anyways.
It feels like !1 was more of an afterthought. It doesn't help T's get any more map control and is generally only used during fast retakes. This could probably be merged with !2 if done right.
!4 and !5 however are not really necessary to connect to mid. To simplify things, I would suggest something like the image below.
There is a lot on the table here, but it's all up to you. These are just my thoughts
Logic out!
As @Vaya said, focus fully on the layout. Use dev-textures and only create simple structures for now.
Here is some visual feedback:
If you post an updated overview I can give you some impressions I had during the playtest yesterday ![]()
Quote from Terri3 minutes ago, Terri said: not that anyone cares tho
I care...
...a little.
Quote from laminutederire1 hour ago, laminutederire said: I don't think game studios are really scientific enough for it to be used. I mean, I know Ubisoft has a machine learning division, but no-one like them so no one else is doing it as well
I don't think it's worth it en the end. It's probably easier to do motion capture rather than developing AI that might not even live up to expectation. It does have potential however.
Quote from laminutederire15 minutes ago, laminutederire said: How would you have called it? It's animation made automatically
I wondered if it was that's why I posted that, but apparently people in game studios don't want to tell if they use that...
A non-scripted evolution? That would be cool yeah, however that would mean using GPU's for that, so you'd have to have a lot of things precomputed anyway, so you don't overuse the GPU for that
I would have called it Evolutionary AI. The main goal is simply to travel as far as possible using muscles in the different bodies. It doesn't matter if the creature flops around like an idiot or walks upright as long as it finds the most efficient way to traverse the landscape. The animation is just a bi-product that comes with the solution to getting from one position to another.
Again, I don't believe it's actually used for animation, but would be really cool if it did! ![]()
I guess Automated Animation is one way to put it, but I don't believe this is developed to do any actual animation work.
Anyways, I saw this video a while back and I loved it! It would be interesting to see a game that makes evolution a gameplay element and puts you in a creator role
Spore won't stand a chance!