Ah yeah, here we go again
Posts by fewseb
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Quote from Mitch Mitchell
On 9/24/2023 at 10:10 AM, Mitch Mitchell said: Dynamic environments would definitely be welcome.
Trains, escalators, more doors and door types with different locking mechanisms, more vertical ascend and descend options (ladders/ropes), ropes with swings between buildings, window-washing platforms that can move, moving platforms - all with sound FX.
Then, you got a whole bunch of options for levels and game types and level design.
CS2 would become way more interesting if you are playing a level that is not a standard Middle-Eastern location, or, an industrial complex - because there are about a gazillion of those clover-leaf designs for diffuse maps and 5v5.
2013 era post.
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Turbine is a 5v5 defuse map set in a hydro electric plant in New South Wales, Australia, I started the greybox in September of 2020 and have finally finished it now. Ive been working on it on and off throughout that time, with about a year of total work on it. I was inspired by cs_thunder and tc_hydro and wanted to make a map set in a dam. Unsurprisingly its quite hard to make that work within the constraints of a 5v5 defuse map, there were a lot of issues along the way getting the layout to work, but thanks to mapcores playtesting service I was able to get it right.
Radar Overview
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Screenshots
Spoiler Canyon (Out of bounds)
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B site
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A site
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Control Room
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Snipers Nest
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CT Spawn
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B site
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A site
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T Spawn
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Lobby
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Basement
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Locker
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Overlook
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Command
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Window
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Loading
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Tunnel
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Water (out of bounds)
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Description
Spoiler “If they wont shut it down, we will…” Description A defusal map set in NSW, Australia, Turbine features a range of vertical action, as both teams must attempt to maintain control of either sites highground. Failure to do so could be disastrous. Story An aging hydro dam has come under scrutiny after multiple generator outages and emerging evidence that its presence has severely impacted marine wildlife. Now funds designated for its repair have seemingly disappeared and pictures leaked to the public show chemical dumping by construction crews that have contaminated the water for miles downstream. With those responsible likely to face no repercussions, a group of armed eco extremists seek to shut the dam down permanently by bringing down the turbine hall or flooding the intake basin. Special forces have been deployed to stop them from bringing the whole dam down and flooding the country side.
Overall while I am satisfied with the layout and had fun making the art, I dont feel accomplished with the theme as it turned more into "Warehouse with crates" then an actual dam, which I hope to rectify somewhat over time with updates. The enormous production time came down to having redesign a few areas multiple times and is something im going to try and avoid going forward. I would like to do a wingman map sometime in the future with a similar theme that incorporates the dam element better, as I dont feel like I really did what I set out to do with that aspect.
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Arkane could of salvaged that prototype and made their own original game with it. Its so disconnected from half life it could of just been its own IP. That being said I think for the time frame they made it in and how "new" source was at the time they did a really good job with the atmosphere and the lighting. The biggest issue with the gameplay presented is there are next to no breaks. You go from one zombie encounter to another in quick succession and often times have to solve puzzles while they are attacking you. The combat looked like it could be fun if they ever got passed just having zombies run at you. Overall a bit of a shame it never went anywhere, but at the same time Arkane also had bigger and better ideas that worked out for them.
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Quote from FMPONE
7 hours ago, FMPONE said: If I were Gabe I would ask Sony for a ton of upfront money to develop a Portal or Team Fortress sequel (for example), as a PC/PlayStation exclusive
Not that they would never do it, but it seems unlikely that Valve would ever make another console game again. They were pretty open in the past about how much the console live system messes with how they like to develop games. (of note is how Valve was forced to charge for left 4 dead content updates that the pc got for free). Theyve also been open about how developing games for the ps3 and the strained relationship they had with Sony during that time basically solidified their opinion that consoles were not worth it.
At the same time maybe in this situation, Sony has learned to stop being a pain in the ass with devs after a lot of missed opportunities and Valve could see value in the PSVR system as a way to get VR games more mainstream attention. But its also doubtful that the same company thats working on BCI believing it to be the future, would go back to what they essentially consider out-moded hardware.
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Quote from untor
2 hours ago, untor said: It is screens from bldr_zoo
Excellent work as always, you're definitely one of the top artists in the community.
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Quote from Poofoge
4 hours ago, Poofoge said: did u guys see the csgo tournament with navi?
No
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The location is the most interesting thing theyve shown so far, southwest US towns and cities are very under utilized for game locations, especially for open world games. Its a good way to set this new series of Saints Row games apart from the old ones with their colder industrial mid-western cities. Though its really going to be a let down if they contrive this setting to be an Island, like they did in past games
I got to ask why developers post "location trailers" that are 70% talking heads, cut with blink and you miss it shots of only the majors areas. Surely it would be cheaper and less effort to just make a trailer about the actual location in depth without all the pretend interviews. IOI did the same thing with Hitman 3 and really undersold the locations doing so.
Even still though, the game looks good so far.
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Theres a certain argument to be made that without the original team there, its going to be a very hollowed out game. Dead Space is one of those series that really only worked as well as it did because of a few people with a vision and a passionate team. Case and point being Dead Space 3 is the least liked of the series and it had a large amount of meddling behind the scenes by higher ups. The people with the vision kept getting road blocked so the share holders could be happy. So now a lot of people think its going to be a worse Dead Space 3.
But at the same time, EA has learned a lot in the last 8 years, so its not necessarily doomed.
Another point to bring up is according to the rumor mill, Visceral saw the writing on the wall and did everything they could to kill the franchise with the final DLC for Dead Space 3. After that the studio got put on death row, working on battlefield until they were inevitably shut down in 2017. They knew they were on the chopping block and didnt want EA to continue the franchise without them. So a remake, no matter how good it is, can be argued that it goes against the original dev teams intentions.
Even still, its a bit too early to tell where the game is going.
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Quote from blackdog
On 7/5/2021 at 9:20 PM, blackdog said: when climbing you have to press a button to grab the surface
There is an option to auto grab in the gameplay settings.
I will say if your not interested in it by the time you unlock the other 2 planets your probably not going to be very interested in anything else. But if you do keep going the enemies and the planets themselves do become more varied and interesting to fight/explore and it can become a fun gameplay loop if you can get used to how it handles.
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Definitely a large improvement over the original. When you compare two versions it really shows how fast youve progressed over the past year. Everything that was lacking in the original has been addressed. Colors are more uniform and refined, props all match a single style and the whole map feels more cohesive. Even the map logo is a major show of improvement in your skill. Considering how far youve come in so little time, it will be interesting to see around a year from now just how much more your skills have grown. I think you definitely have a bright future with both mapping and environment art.
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Is there ever going to be farcry where someone other then the main villain has good voice acting?
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Its better on mobile now, but im seeing a lot less on desktop. Like its zoomed in.
This is what I see when I open mapcore
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Trying to zoom out just dynamically spaces things out instead of shrinking it.
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I dont have any screenshots of the old version, but I used to be able to see Game-Dev, Off-Topic, Prodeus and Source 2 without having to scroll down or zoom out. I dont really see why it has to be so zoomed in or why topics and posts are slightly more spaced out.
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Ive updated Sawmill today with some additions and fixes. Im still working on improving FPS but its hard for to test for improvements since my PC doesnt run any map very well, so if you experience any noticeable boosts in FPS please let me know.
-Added overhead cables -Added Cobwebs -Changed gascan texture -Changed wood tarp texture -Fixed missing chain texture -Fixed missing faces on log holder -Fixed gascan console spam -Fixed bomb stuck spots (thanks KETAL) -Fixed Ivey hiding spot -Removed inverted sign from forklift -Optimization
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Sawmill 1.0 is now avaible on the workshop, its been a long journey and now I have finally got something to show for it.
I couldnt have gotten this far without mapcores playtest service which helped make the map grow stronger.
I will continue to update the map after the contest is over with everything I didnt manage to get done before the deadline.
Radar Overview
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Select Screenshots
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Description and credits
Spoiler “Somethings up at the old mill…”
Description
A Wingman map set the American North West, Sawmill features fast paced action as players attempt to take control of a central bombsite. Both teams must attempt to overrun their opponents at key positions before they are overrun from a flank behind. Sawmill encourage players to always be on their feet.
Story
After the discovery of an international smuggling ring, authorities have begun a crack down to find all those involved. Various criminal and insurgent organizations are now left leaderless with their supply lines cut off and massive amounts of product that no longer has a destination. During the fallout, a cache of drugs and weapons left abandoned in the old sawmill has been discovered by local police. The documents found within have enough information to permanently cripple the Phoenix supply line. Now a local gang of Phoenix fanatics have decided to take matters into their own hands by destroying the cache and the mill before the evidence can be transported away. The only thing standing in their way is a small group of seasoned officers, ready to put everything on the line.
Made for the Source Discord 2020 Wingman Competition
Credits
Thanks to Morozov for letting me use certain assets from Swamp
Thanks to Mapcore for hosting the playtests that allowed this map to grow
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The verticality is interesting, the random parkour jumps are not. So much of the map is designed around climbing up to the upper most levels and being exposed from all angles. The benefit is obviously that you can see most of the map. However this isnt really all that fun. You either die trying to climb and now youve wasted your life for that round, or you get up there and get assaulted by someone else who made it to the high levels much quicker. If you do get up there and dont die you then get free rain on anyone taking the main paths down below, who have to deal with all the angles they are exposed to down there, and now have to deal with some guy on one of the half dozen roosts taking pot shots at them. Its high risk, high reward but its not actually all that rewarding and being on the receiving end is frustrating. The map also feels stretched, like all the buildings are way to tall, I feel like a lot of the issues with fall damage could be resolved by compressing the buildings height. The map goes in out of being in proportion with players.
Theres way to many areas that you can get onto, but have no way of getting off of without taking fall damage. The fastest way to get to upper a when your under it is to climb up the scaffold and jump onto the signpost, which takes health away. That is also assuming you dont get killed in midair or fail the jump and lose a massive amount of health. Planting on B is just bizarre, the bottom zone would seem to make more sense then the top, but somehow your more exposed planting on the bottom. This is mainly because all the plant cover protects against the main t paths, meaning you have to secure the area outside of b main in order to get a safe plant. Meanwhile outside of being on one of the roosts, theres virtually nothing a ct can do to stop a plant on the top zone. And once its there, the fastest way for cts to get up there is to climb the 2 giant ladders and make a jump which has a fair chance of failure. Not only a ladders poor for gameplay in general, but having 2 long ones with no cover for the occupant is just not fun.
Theres a whole lot of useless stuff that doesnt really need to be in the map. The entire water area, the exit tunnel on the back of train yard, that pier looking place off to the side of docks. The most bizarre of them though is the crate with a plank ramp right in front of t spawn. The only purpose I can think of is that youre meant to do a run boost to get onto the catwalk, but thats not all that worth it or useful when the main entrance to the building that catwalk goes to is right next to the crate. I guess its meant for if someone is watching the main entrance so you can sneak up on them, but theyll hear you do the run boost and the landing sound.
And lastly I really got to ask, what was your plan here? You came here and said you wanted to make a cs map by first making the layout in forge and some people dismissed it, some people thought it was neat. Then months later you come in guns blazing and start calling out everyone here for one reason or another because they arnt "innovating enough". Then you revealed to us that your making a cs map, having never played the game, having never seen anything substantial about it and having never worked it with the editor before but its somehow going to be the most competitive map ever. Every time someone with experience tried to give you feedback or constructive criticism you dismissed it because you know better? Whats the point in continuing to ignore everyone trying to extend an olive branch to you and help you improve? Why keep coming here if youre just going to keep sticking your head in the sand? Did you think you could just walk over everyone else and just crap out the best thing ever with no experience?
You cant say you can compose better then any every other established composer just because you watched some videos on how music is written without ever having played an instrument and never going to a concert. And you cant act like your first map made in an editor you've never used before, in a game youve never played before is going to better then anything thats come before it.
Other people have pointed this out, but this map could be turned into something interesting by just trimming a lot of the fat and moving the spawns and sites. Listen to them so your map can go somewhere thats actually unique and not just uniquely bad. I hope you take their advice and change the map for the better.
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How come its now just regular cp instead of the hybrid you had before? Also I wanted to know if the Dracula head was ever actually suppose to talk since it never did when I played offline.
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One month remains in the competition and there is much work still left to do, for now all I have to show his the latest overview and some screenshots. Im hoping to get 1 more playtest in before this is all over.
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Spoiler
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tspawn to tmain
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outside
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ct spawn
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bombsite
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t side hall
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long hall
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t main
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outside
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Some mountains I sculpted for the skybox of my upcoming wingman map. It was the first time I really attempted to sculpt large terrain and I am quite please with how it turned out.
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