Hello everyone!
I suffer from some problems which I cannot solve no matter how I try.
How do I solve this?
* Purple textures
* Cubemap or reflection in windows
Hello everyone!
I suffer from some problems which I cannot solve no matter how I try.
How do I solve this?
* Purple textures
* Cubemap or reflection in windows
Quote from Radu1 hour ago, Radu said: Look, the sole purpose of this contest is to generate content for a very early in development game. From a developer's point of view, it would be more beneficial and cost effective to have a larger pool of maps to pick from at the end of the contest. Hence for the deadline extension. Nobody wants to work for free, unless they're really passionate about it. If they kept to the original deadline, a good number of people wouldn't finish their entries and probably wouldn't bother to do so in the absence of a cash motivator.
To everyone who managed to stay on track by making cuts and sacrificing good ideas, it will seem unfair - which is partially true. Now, the other contestants, who hadn't cut back or can still afford to add in ideas without much trouble, will gain a possible advantage. Though, I assume that isn't of concern to the contest organizers.
Personally, this deadline extension is of great help. I did not expect it, nor did I ask for it. However, what really bothers me is the negative attitude some people express. I get their point. They had the advantage and now they've lost it. What's even worse, it wasn't by their own fault. This is exactly what it's like to work for a client in any domain. At the end of the day, he has the say. It might no be fair. It might not be the right call. All we can do is adapt or walk away.
Nevertheless, I wish everyone good luck and I honestly hope that by the end we'll all be proud of our levels regardless of the mud we've had to go through.
I have to agree with Zastels on this one.
This is a competition. Still, if the devs at NWI wanted to extend the deadline by a week or so I would be fine with it.
But by extending a competition where we already have had 2 months of worktime to a whole another month..
That's a 50% increase in time, which is just ludicrous.
I think it is wrong to say that the competitors who are on track are angry because they've lost the advantage.
There is no advantage, there is simply working against a deadline which we do in this business all the time.
And now because of this we, the people who have planned, produced, cut features and whatnot to be in time, are told we have much more time. This would've made a significant impact on the initial map design.
I think this is a scumbag move and frankly I am quite angry with it.
Thank you!
Quote from clankill3r3 hours ago, clankill3r said: no pics no clicks
I've added an overview image based on your feedback. Thank you!
Quote2 hours ago, 'RZL said: There are pics, though they aren't embedded in here.
@GRiNET The progress pics you shared with us look pretty promising, keep it up mate!
Thank you!
Hello everyone!
I am sorry I am late to the party. I've had some busy weeks making this blog very postponed. I was thinking of updating this as I was working on the map, but now I will do it in bulk instead. In this post I am going to talk about my map and the design choices I've made for it at this time. A little bit about myself. I'm a Level Design student at The Game Assembly in Malmö, Sweden. When I saw that the people over at NWI had this competition in cooperation with Mapcore and Gamebanana I was very happy. I really like the source engine, and I found this to be a great opportunity to make a complete map from scratch and work on my personal pipeline as well as getting to know the engine, contribute to an awesome game and compete against you guy's awesome maps! When I first began making my map I was really tempted to just jump right into the engine and produce the most awesome map ever made. But I decided to play it cool and do some planning, paperwork and research first.
I've played Insurgency since it was only a mod, I wanted to replicate it's excellent gameplay in a game like DOI. I love what they did with DOI but what I do not love as much is that I find the maps to big, making the player run a bit too much and less focused on fighting. In Insurgency the maps were big, but they felt more combat-oriented which I loved. So my idea was to make a map inspired by the gameplay in Insurgency but make it a tad bigger to get the feel of the large scale battles from WWII. The final result is a medium sized map with both plenty of props and cover, but also some open areas with high visibility.
THE LEVEL OVERVIEW
[Blocked Image: http://i.imgur.com/JZYMF9n.png]
RESEARCH First off, I looked up some things about WWII and looked at all kinds of photos. I also watched movies such as: Saving private Harambe and Band of Brothers. This inspired me and when I randomly stumbled on the german village Heidelberg, I knew I wanted to make a map with a bridge as a centerpiece. I gathered a couple of images from the web and sat down and tried to sketch out a rough draft of the level and its key areas. During this stage I wanted to find a look and feel of the map that I would find interesting. I settled down with these two designs. http://i.imgur.com/nITtXn3.jpghttp://i.imgur.com/OocJuB9.jpgFIRST BLOCKOUT When I was satisfied with the sketches I began the first blockout pass in the engine. Here I quickly encountered some problems. I had no acutal knowledge of how to build a city and make it feel real. Therefore everything I threw into the level felt stale and unrealistic. The distances and street sizes either felt too broad or to narrow of just plainly wrong. I solved this problem by choosing a scale and size of the streets that I was happy with. This opened up the possibilty to lay down the foundations of the city and then construct buildings on top of that. After the streets were placed, everything went smoothly and I was speeding through the blockout phase. After the initial greybox were put down, I started detailing the buildings. I wanted to see how they turned out and how I could design them to both feel realistic and provide good gameplay possibilites.
http://i.imgur.com/O58hZHo.pnghttp://i.imgur.com/JbWBMRG.pnghttp://i.imgur.com/fum5bVu.pnghttp://i.imgur.com/t1dB9N5.png
Soon enough I encountered some problems again. The visibility was too great, the line of sight was outrageous across the map and everything felt to big and distant. This led me to make the decision to start redesigning the buildings and shorten the width of the streets. This solved most of the problems and it felt very good. Yes, I know one pictures is a screenshot of a screenshot..
http://i.imgur.com/aHY5Kp1.pnghttp://i.imgur.com/ETyYAAv.pnghttp://i.imgur.com/W2MM1gj.png
But even though I had cut down the distances of the map it still felt too big and the streets were taking up most of the space. The bridge was enormous too, making it feel very out of place. Most of it had to be reworked and redesigned once again. This took a lot of time. It is very important for me to have an idea in mind when designing the level. In my level I wanted to have tight corridors with limited visibility, open areas with great line of sight and flanking opportunities. I want the player to feel both enclosed and exposed depending on the areas. Since the bridge is my centerpiece and middlepoint, for the liberation game mode, I wanted it to be no man's land. This to make it very hard to take for both teams and a highly valued point. On the bridge you are exposed and even though there are a lot of cover on the bridge itself, because the bridge is surrounded by highground positions located in the buildings surrounding it.
http://i.imgur.com/0WnshYZ.pnghttp://i.imgur.com/3lpkC6N.pnghttp://i.imgur.com/3QOV40U.png
GAMEPLAY DESIGN The concept of this level is something I call rubberband gameplay. Rubberband gameplay is a dynamic form of gameplay, in this case it is to push the frontline forward and back. Much like the tides of the sea.
Being a former competitive CS player, I wanted the different sites to feel unique, play fun and promote different tactics. The sites should be different but in the same time design to promote map balance.
THE BRIDGEhttp://i.imgur.com/ZeWU7py.png The bridge is an excellent piece to promote this kind of gameplay. For now, this is the only way to cross over the other teams site. By forcing this movement, all players will naturally gravitate towards the bridge point. This promotes intense firefights and strategic thinking and cooperation to take the bridge. To take the bridge both teams will have to take up good positions, smoke, grenade and assault and cover at the same time, otherwise they will just add to the bodypile. The bridge is a valuable target because the team taking the bridge first will have a wave advantage and at the same time push the frontline forward. It takes both of the teams the same time to reach the foot of the bridge from their spawns. This promotes more-combat-less-running gameplay. And here is the design philosophy behind this design.
By this design the team taking the bridge will have certain options.
ALLIED NATURAL SITEhttp://i.imgur.com/HLUm7Eq.pnghttp://i.imgur.com/bYzaINp.pnghttp://i.imgur.com/tVe9t73.png
The allied natural site is a tight site revolving around a destroyed half-track with a mounted AA-gun. Adding to the setting of the level. The site is full of good defensive MG-nests and holdout spots. It is also connected by tight corridors and alleys, making it tough to defend if you want to cover all the spots. The MG-nests are good to defend the corridors but exposed to certain sniper angles in the surrounding buildings. This is to promote the axis team to coordinate multi-pronged attacks to the sites and take the surrounding buildings to help their assaulting teammates. Because of the superior sniping angles in the surrounding angles the allied team will try to defend the buildings as long as possible even if the bridge falls. AXIS NATURAL SITEhttp://i.imgur.com/L6OiXuy.pnghttp://i.imgur.com/zeglDXy.png The axis natural site is more open than the allied site but more exposed to flanking manouvers performed by the allied team. The site is a big mounted AA-gun, once again showing the significance of air control in the area for the story of the level. The team holding the AA-guns will hold the skies. The axis site is more open but the same as the allied team the site is more deeply designed. The surrounding buildings are important. They provide high ground for their assualting/defending teammates, they provide cover from artillery fire and they open up paths to the objective.THEME I wanted the level to feel like there had been battle but not full out war. Therefor a lot of things are destroyed but there are still things that are whole. I wanted to show the struggle of winning and losing the bridge making it very exposed and chaotic while the different buildings in the city weel more strategically used.
Thank you for your feedback!
I have displacements on every ground that isn't blocks, I don't think displacements would be a great idea on stone blocks.
Maybe it isn't clear on the screenshot but every 90 degree wall have random blocks mesh on them, maybe that isn't enough since it still look very straight.
I am not too fond of the wooden crates every where maps in general seem to have, but maybe it is a great idea to put in more stuff like that to break up repetition.
Thank you for the tips, they will prove valuable!
Hello everyone!
I have been working on a demolition map for CSGO called de_ellora.
It is inspired of the visuals from de_aztec.
I have reworked the map a couple of times and done a first detail pass for the map.
I still need the map tested with the new layout.
I also need help with breaking up texture repetition on the brick floor texture.
Please, if you have any constructive feedback and or other impression of the map don't hesitate to contact me.
Thank you!
Below are the current Screens and Workshop link.
WORKSHOP LINK: http://steamcommunity.com/sharedfiles/fi…s/?id=742262472
I like the idea with the ramp very much, I'll do some testing and see how it goes!
I will look into a rework of the tight corridor.
Thank you for the kind words!
Try jumping again! ![]()
Hello and thank you very much for testing!
I appreciate the feedback and that you used the screens to point out the problems.
T-Spawn runtime is a deliberate choice even though I know some people despise it.
Regarding the A site I understand the feeling that there is too much going on, even though I personally find it too empty when removing, for example, the triboxes.
I am trying to make it get a more temple look and the ramp you noted was awkward have been remade.
It's smaller and is now a staircase instead of a ramp. Good point that I maybe should push it further away! I will take this in consideration!
The smaller crates in the levels are jumpable with crouch jump!
Regarding the B site and the corner smoke issue, do you have any suggestion on how I can improve it?
I think the CT can jump on the ledge and shoot through the smoke, much like when T's smoke end of tunnel at Dust_2 and run out.
Hello everyone!
This is my first ever CSGO map. I am doing a demolition map with inspiration from Aztec.
I need help with gameplay feedback and therefore I am posting the map here to you, if you would like to test it out you can download it from the workshop.
This is an early alpha of the map so the only things here are basic geometry and lighting.
I am in need of CONSTRUCTIVE feedback regarding gameplay, balance and flow in the level.
Please let me know what you think!
Hello again!
This is my map at the moment based on feedback and playtesting.
The map is coming together with a reworked middle section and A site.
The major reworks are A site as a whole, removing useless space, unecessary pathways and cover.
Some pillars in Hallway at B are removed to reduce cluttery.
B site pillars have been removed and graffiti added to bombsites.
(Old Screens): http://imgur.com/gallery/d2Deg
New Screens: http://imgur.com/gallery/5tE1p
Map: http://steamcommunity.com/sharedfiles/fi…s/?id=742262472
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