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Posts by Noodle King

  • [CSGO] de_subject (WIP)

    • Noodle King
    • July 27, 2017 at 8:40 PM

    Yeah It's really quite difficult to find an original idea for a map that hasn't been taken, especially since maps still have to confine to certain principles. Ya don't have to make a carbon copy of reef, but it's totally fine to take inspiration from it. I don't think anyone would be filing for copyright if ya put a lighthouse in your level :P. Hell my first csgo map had a lighthouse! But anyways, just try and make the theme your own thing, the more clear that everything is in your head, the better it'l come out when you make it.

  • [CSGO] de_subject (WIP)

    • Noodle King
    • July 26, 2017 at 5:57 PM

    Hopefully you can make something great in the months to come :) If you're thinking about a coastal setting with a lighthouse and such, catfood made an excellent map that fits that profile a few years back. I think it could be a good inspiration for you. http://steamcommunity.com/sharedfiles/fi…s/?id=179913770

  • Cypress

    • Noodle King
    • July 25, 2017 at 12:41 AM
    Quote from Oliver

    18 hours ago, Oliver said: Some of the buildings are architecturally wrong, and you are mixing buildings from one corner of the world to the other. Its alright to use props from multiple maps, but make sure they actually fit as a whole.

    Anyway, good luck with the map, I hope to see some improvements soon :)

    As I said in the original post, I will make small changes, but I'm not going to rethink half the map. Sorry if that disappoints you.

  • Cypress

    • Noodle King
    • July 25, 2017 at 12:26 AM
    Quote from Oliver

    26 minutes ago, Oliver said: I highly advice you to take another look at your prop placement. It looks like the map consists of elements from every map in the game currently. I see Nuke, Train, Inferno, Overpass, Canals, and even Neutron (https://steamcommunity.com/sharedfiles/fi…text=de_neutron <- this one).

    It's perfectly fine to take inspiration from other maps, but there's a huge mismatch on the thematic aspect of your map. A lot of the prop placement makes no sense. Here's a list of the things I've found by running about for a few minutes:

    You are using a ceiling tile holder as a floor texture, and if that isn't enough there's a road surface marking underneath it. Also a pile of papers and a bucket in the corners

    It looks like you copy-pasted a row of props from de_nuke_zoo and placed them on this wall for some reason.

    They built this biochemical research facility right on top of a cafe, but couldn't be bothered to remove a boat on the ceiling?

    Normally before construction takes place its normal practice to completely remove old structures and then start building. Stuff like this is all over the map and it doesn't work.

    This is a prime example of bad signposting, the arrows point in all directions, and its not leading the player anywhere. There's also so much clutter in the area making the decal hard to spot.

    Theres so much stuff here, its giving me a headache.

    ---

    You have some solid composition in the brushwork, and the layout seems functional so its not all bad.

    To sum up, here's how you can drastically improve the look of this map:

    - Clean up the map, remove every prop related to Train, Inferno, Overpass and Canals and stick to one theme! I recommend something similar to Nuke.

    - When you place props think about how it would make sense in a real environment

    - Don't place props wherever there's space.

    - Keep it simple!!

    Display More

    You're right there are lots of thing's that may not belong. However, it is not completely wrong to have props from multiple maps inside one level, some things can coexist. Others, some of which you brought up, don't. I recognize this, but at this point, I'm not going to redo over half of the map to create a nuke clone. The points you brought up have been said to me many times over the last few months, and I know they are valid points. Thanks for your input, I'll be sure to consider it when creating new levels or improving Cypress :)

  • Cypress

    • Noodle King
    • July 24, 2017 at 6:30 AM

    Thank you very much!

  • Cypress

    • Noodle King
    • July 23, 2017 at 8:29 PM

    The work in progress forum for my map Cypress has been up here for a while, but now I've come out with the full release! I may still make small changes, since you can never stop improving, but Cypress has become a pretty polished product. Comments and feedback are still welcome, and I hope you enjoy!

    Workshop: http://steamcommunity.com/sharedfiles/fi…/?id=1087670866

    Title Image and Radar:

    More Images:

    Spoiler

  • De_Cypress (Beta)

    • Noodle King
    • June 19, 2017 at 8:05 PM
    Quote from Vaya

    9 hours ago, Vaya said:


    This screen. Its like a game finding all the weirdly used props :D


    • Bleach on the shelf behind the bar
    • Train station sign on the wall
    • magazine rack
    • garden gate on the left wall
    • clock in/out thing on the wall
    • the rake on the floor...

    The map seems to be progressing nicely but be careful how you build your scenes :P

    Wow that's hilarious I never even thought about that! I just kinda put some clutter on the floors and walls to make it feel a bit more lived in, but your right, it's got some random stuff in there.

    Oh yeah and the bleach was intentional :P

  • De_Cypress (Beta)

    • Noodle King
    • June 18, 2017 at 1:41 AM

    http://steamcommunity.com/sharedfiles/fi…s/?id=947413316

    Welcome to Cypress: Welcome to Cypress. Construction crews are in the process of dismantling a decomissioned production and research facility. However, a radical group of terrorists have other plans. Intel suggests that the facility was used for a covert research operation on biochemical weapons. The terrorists plot to detonate bombs around the facility, blasting dangerous toxins into the air. They must be stopped at all costs.

    About: De_Cypress is in beta, meaning there are things that still need improving and fixing. This version has been released to open up to playtesting and suggestions. My Current To Do List: -Optimize the spawn areas further. -Improve the navmesh. -Improve deathmatch spawns. -Add detail in some areas. -Update radar for full release.

    Notes: -Be sure to give Cypress a thumbs up! -Any comments or feedback is more than welcome in the comments section down below. -Read the changelog to see what has been changed. -Current version: 1.6

    Credits:Map Creation: Created By: Noodle King

    These screenshots showcase the first version I submitted to the workshop. Since then, I have redone almost all of mid, added tons of vertical detail, redone the background of B-site, fixed tons of bugs, re textured many surfaces, and much, much more. Go take a look for yourself, since the latest version on the workshop contains these changes.

    Spoiler

    The overhead map of Cypress. I'm fairly satisfied with the basic layout, though changes are still completely possible. Note this is workshop radar, all edited pretty, the in-game one is more readable from a quick glance. I opted for the four leaf clover design, as it seems to work the best in practice. If it ain't broke, don't fix it. Or in this case, make it your own thing. I've spiced it up and made it my own, mostly seen in the bombsites.

    This is the title image on the steam workshop, featuring Ct spawn as viewed from just outside the map. The area the screenshot is taken from isn't accessible, it's just scenery. The archway to the right is the entryway into mid for the CT's. Left-center is the passage to B-site.

    The T's building to which mid can be accessed. For both ends of mid, I've put white back walls that enhance visibility.

    A-site, as seen from an elevated T entry. Behind the picture is a wide hallway that borders the backside of the site. It connects the CT and T entries into the site. Behind the pillars of the main site is the connector to mid. To the left of the connector is the CT entry into the site. To the right of the connector is the T entry.

    Ct's passageway into B-site. Not much to say about this area. I think it kinda looks pretty, but i'm still figuring out how to get dynamic prop bottles behind the counter.

    B-Site as seen from just outside the CT's entrance into the site. The crane that can be seen in most of the screenshots actually plays a key role as cover in the site. Behind the corner of the building on the left is a second T entrance. Behind the crane is the connector to mid.

    The second entrance to B-site mentioned in the last description. A drop down follows the door in the middle. CT's can only access this doorway from B-site by boosting. If you don't have a buddy to boost you back up, this is a one way route.

    Note that the images are from the beta, and i'm actively working on improving the map. Also, keep in mind that these images are edited to enhance the colors and contrast. Other than colors, emblem and the brightening of some areas, what you see is what you get.

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