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  3. NikiOo

Posts by NikiOo

  • de_volcano

    • NikiOo
    • April 28, 2024 at 7:24 PM

    I don't think people care about why a map is being bombed. You can totally get away with bombing a volcano for the lulz.

  • cs_kibbutz (I quited this map)

    • NikiOo
    • April 27, 2024 at 3:00 AM

    Cool theme. If you google kibbutz urban plan or international community urban plan or international community master plan, you'll find architectural drawings that might give you ideas. Keep at it!

  • [CS2] Big Adventure Mapping Contest

    • NikiOo
    • April 26, 2024 at 2:28 PM

    I guess this is the only way to make sure most competitors have roughly the same amount of time to prepare a map for the competition. It wouldn't be fair to start with something you've already been working on for months, while others start from scratch. Starting with a layout that has already been worked on and refined but never published is not illegal but it is unfair and you want to minimize that, and the time of publishing a map to the workshop is one of the few ways to objectively determine how long a map was worked on. That being said, rule 3 says "Remakes (maps of the same name and mostly identical design of an existing map released for public download) can NOT be entered. An entrant’s own prior ideas or concepts may be improved upon for this contest if their entry is, on the whole, new and uses a new name." So technically you could change the name and re-release the map only after you've made significant changes to the previous design (I don't know if this counts for the layout only or for the theme as well). I suppose there could have been a compromise made to allow old maps as long as the final version of the submitted workshop map is mostly distinct from the initial version that you started with, but again there is no way to prove that — unless you create a new workshop submission.

  • de_embra

    • NikiOo
    • April 26, 2024 at 1:23 AM

    I agree with Helios that it seems a bit too much. Your map seems too corridory to me — too many narrow, empty paths, too many paths that lead to same place. Think about what other maps have that isn't corridors. Mirage A site is a big open area with interesting cover, different elevations, you stand behind a box and you can peek left side or right side, you stand at the stairs you can peek from the top or from the side, etc. Train A site is a large courtyard with a bunch of trains in it and lots of interesting angles, just standing behind a train provides so many options. Dust 2 A site has a small amount of cover but many different ways to play around it because of the height variance, you can hide close to the walls, you can use a ramp to create a headshot angle for yourself, etc. Overpass A site has multiple paths that lead to it, but they are not just trivial choices for the terrorists, they are places that the counter-terrorists can push forward to and comfortably defend from. Maps in the game have areas that have a lot going on in them, apart from where the connectors are placed to other areas and apart from the angles of the walls. I suggest that you zoom in — pick one of the important areas in your map and design it after one of these cool references. But most importantly, when you're making a house, don't make what you think a house looks like, find a reference of a real house and do that instead, you will learn more and houses have interesting elements which don't notice until you start trying to build one, and cities have other things in them not just buildings and roads and stairs, and when you add those things your map will become too complicated and you'll have to reduce the number of corridors.

  • Panlong WIP

    • NikiOo
    • April 25, 2024 at 11:07 AM

    It's not just molotov. All the grenades seems like they hit something immediately after you throw them. Maybe some of the environmental effects you're using — I'm not very familiar with the engine. Try disabling them and see if it changes anything.

    The directional sound from the rain is fine when you're outside in the rain, but when you're inside it sounds really bad — especially when you're in the tunnel at spawn and turn sideways. Maybe try with different headphones to see for yourself.

    I don't know if you've noticed that in some parts of the water in middle you are slowed down. Maybe it's too deep, maybe that's how you want it, but it annoyed me.

    I think it's okay to have crouch sections but not so much in places where you're gonna be fighting a lot. Maybe think about raising the ceilings of some of the vents. There's generally a lot of jumping and crouching and snake paths that you have to do to navigate the map and people might find that annoying, but you have to playtest it to find out.

    The theme is epic. I like how you enter the map by dropping down and I like the big open bombsite with the statue. The middle portion of the map feels a bit claustrophobic to me, but I've only tested it on my own.

  • de_embra

    • NikiOo
    • April 23, 2024 at 9:45 PM

    The only glaring issue I see is your layout — It doesn't look like Edinburgh. Here's Edinburgh:

    [Blocked Image: https://i.imgur.com/EQxFHdE.jpeg]

    Notice all the right angles and straight lines. This plan was bestowed to you by the Lord — signed in the bottom center. It is a blasphemy for you to violate it. But fear not, for you are still young and you may be forgiven.

  • de_idyllic

    • NikiOo
    • April 22, 2024 at 11:42 AM

    In my experience focusing on the floor plan without having anything built is the fastest way to fail at "making it a believable place you could visit if it was a real life location". That is, unless you are using real floor plans of Ricardo Bofill buildings as reference. I would start by making buildings from reference and fitting them together in a way that feels natural. Maybe have a rough floor plan to know where to place what. Or maybe copying blueprints of real Ricardo Bofill buildings and morphing them in ways that make them fun to play in CS while retaining the essence of an apartment complex. I'm only saying this because your layout seems a bit off-the-cuff to me.

  • Counter-Strike 2

    • NikiOo
    • August 7, 2023 at 11:33 AM
    Quote from blackdog

    On 6/25/2023 at 8:27 PM, blackdog said: Is this in relation to the editor?

    Oops, I meant selection wheel, not color wheel 😀. And no, I'm talking about the new buy menu.

    I'm making my own shooter game and, because I don't like clicking on buttons, I made a wheel interface (with sub-wheels) for the dev tools, and I think it's a pretty good replacement for menu bars and dropdown menus.

    In terms of the editor, I hope the new one has a better asset importing pipeline. Importing textures and models was such a chore in Hammer even with the community-made tools.

  • Counter-Strike 2

    • NikiOo
    • June 23, 2023 at 1:49 PM

    Does anyone else think that selection wheels (e.g. weapons inventory) are good—and not just for console. To me, it's like the windows button when it was in the corner. Gets burnt into your muscle memory very quickly, and you can do it with eyes closed. You only have to get the general angle right and pass the threshold distance.

  • What are you playing now?

    • NikiOo
    • May 24, 2022 at 9:27 PM

    I got the Witcher 3 on sale. I had very low expectations of the combat, but it turned out to be good. It's much closer to Dark Souls than it is to other shitty open world games like assassin's creed, spiderman, and what have you. I decided to play without a mini-map cause it felt more immersive and I enjoy learning to pay attention to my surroundings and to recognize places and people. I used my ears to find the blacksmith instead of the mini-map.

    There was this side quest where you had to help some soldier find his lost daughter. After asking around I found out that she was last seen going into *the woods*. I walk the outskirts of the village looking for what *the woods* might be referring to. I see trees of roughly equal density in all directions. I decide to open my map to get a better idea of where *the woods* might be. And then I see it. A large dense forest north of the village. And the most infuriating thing - a quest marker in some very specific location in the forest. The other characters never mentioned exactly where she was supposed to be. "I will go look for her", said Gerald, and silly me thought I was going to look for her, but no, Geralt knows exactly where to go. They could have put a question mark on the edge of the forest like start looking here and then I would have used my witcher senses TM to find the pack of wolves. Some quests are better at this sort of thing. There was another quest that said "find the abandoned village with the well" and I didn't need a quest marker for that.

    The game has looked incredible so far, except for the first inn you go to with other witcher. That place looked awful.

  • What have you watched recently?

    • NikiOo
    • April 28, 2022 at 10:00 PM

    External Content www.youtube.com
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    Godthumb by the godfather of parody films - Steve Oedekerk. His film Kung Pow is the most memorable film from my childhood and I was amazed when I found out that this guy had made a bunch of other spoof films where he puts his face on thumbs.

  • Convexer - (and also my map)

    • NikiOo
    • April 28, 2022 at 9:30 PM

    That skybox looks gorgeous!


    Imagine if we convexer 5 years ago. We could have prevented the war. So many lives sacrificed for nothing...

  • Sniper Elite 5

    • NikiOo
    • March 19, 2022 at 7:52 PM

    I remember playing Sniper Elite 4 with my nazi friend. We had a really fun time. We both cried when we killed Hitler.

  • Counter-Strike: Global Offensive

    • NikiOo
    • March 11, 2022 at 6:36 PM

    After close inspection of m0nesy and s1mple's skull and consulting with Vaugh's manual of Phrenology, I believe I have discovered the long-sought secret of Counter-Strike mastery.

    First here are some paintings of s1mple and m0nesy, with the skeletal regions of interest highlighted in ruby red.

    [Blocked Image: https://i.imgur.com/X415RmE.jpg]

    [Blocked Image: https://i.imgur.com/N8MH3KW.jpg]

    Pay close attention to their hair. In both players' paintings it is combed to the right. Their eye colors are identical, and there's a significant correlation between the shadow-patterns produced by their eye cavities. Striking similarity is also found in the shape and color of their lips. Also pay attention to the lipo-chinal concavity, which seems to be of equal depth.

    After examining paintings of many other players, I have managed to correlate each of these areas of the human skull with archetypal traits. I have produced the following Vaugh diagram to display these traits:

    [Blocked Image: https://i.imgur.com/1t2k6Gi.jpg]

    I may say, this is some pretty conclusive evidence for the existence of genetically-inherited traits that relate to performance in Counter-Strike-related tasks. I look forward to seeing more research from other phrenologists on this topic

  • STARFIELD

    • NikiOo
    • February 21, 2022 at 2:09 PM

    Slow-motion footage of smiling woman in a sterile office with blurred background is a major red flag for me. This game is gonna suck balls.

  • Mapcore Studio

    • NikiOo
    • February 10, 2022 at 3:37 AM
    Quote from Bunglo

    5 hours ago, Bunglo said: the impact just isn't there anymore

    I agree. We, as a civilization, need to apply more selection pressure on low-impact game developers. That's why we need a new world war. If you're not gonna make serious games, go fight in the trenches! I'm sick of these pussy ass games diluting the internet.

  • Hammer++

    • NikiOo
    • February 8, 2022 at 12:57 AM

    Fentanyl is pretty fun too!

  • Hammer++

    • NikiOo
    • February 6, 2022 at 10:01 PM

    Imagine if we had all these features on release. Would have finished at least twice as many maps. Can't wait to try this.

  • Unreal Engine 5

    • NikiOo
    • January 15, 2022 at 10:09 AM

    Spoiler [Blocked Image: https://pbs.twimg.com/media/FIvoGrAX0AAl0Te?format=jpg&name=4096x4096]

    I bet if you set out to do it, you could make this scene photorealistic. Remove the fantasy scaffoldings, make the water less blue, reduce the bloom, replace the cartoon grass with grass thay looks like real grass, and undo the Instagram filter. They definitely weren't going for realistic here. And you can't make the excuse that the technology isn't there yet.

  • Post interesting talks / presentations / conferences

    • NikiOo
    • January 3, 2022 at 12:59 AM

    Imagine being the guy who has to collect references for the body decapitation system of your game.

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