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Posts by fewseb

  • What's going on with your life?

    • fewseb
    • May 6, 2019 at 5:27 AM
    Quote from will2k

    8 hours ago, will2k said: When in trouble, ...Better Call shawn

    I spent way to much time on this


    This would have taken less then an hour if the pictures of Shawn showing any form of facial expression werent 240p quality.


    Feel free to use that btw, hopefully Vince Gilligan wont sue us.

  • WIP in WIP, post your level screenshots!

    • fewseb
    • May 6, 2019 at 12:32 AM
    Quote from Interfearance

    4 hours ago, Interfearance said: I just imported a bunch of textures, but I used textures.com. It feels like cheating. How do you guys make textures from scratch? I would rather do that! 

    I go outside and find something close to the material im looking for, take a few 4k pictures, bring that into Photoshop, scale it down to 1024x1024, use a basic tile generator plugin, or if that wont work manually go through the texture and make it tilable. Adjust colors and brightness, add detail if needed.

    Im assuming thats a pretty outdated method, but if youre a broke cheap-ass like me, thats what you got to do.

  • Counter-Strike: Global Offensive

    • fewseb
    • May 3, 2019 at 8:42 AM
    Quote from His_Disgrace

    7 hours ago, His_Disgrace said: Do you think they'll ever redesign office? Hostage maps aren't played competitively and office suffers from a 2/3 T-sidedness IIRC. I like the theme of the map. but not so much the execution. If they do revamp it I think it's likely it'll spend ages out of the game like Aztec has, though.

    Unlikely given that hostage maps arnt going to be used in the active duty and there for they gain nothing by remaking it. Unless they want to set the comp community on fire by adding hostage maps into the active duty, it which case it would be the one they would do it with.

    Largely though, aside from Vertigo I dont think well be seeing Aztec or Dust return, itll be -mirage or -overpass when cache returns. Maybe theyll try cobble again, doubtful though. Id hope we would see the hostage maps remade after they get through with all the Active Duty maps, but I think that once the remake Overpass or Mirage itll be the end of remakes, possibly the end of Valve maps, minus new DZ maps.

    Id like to see them throw some community maps into the active duty, but I dont see that happening after the absolute fit the community threw when they added Vertigo.

  • Counter-Strike: Global Offensive

    • fewseb
    • May 2, 2019 at 4:26 PM
    Quote from blackdog

    38 minutes ago, blackdog said: Anyone tried it? I’m decorating the kitchen, which is the only room I can temporarily use the computer, so the table is too messy and I couldn’t be arsed to tidy up just to play last night.

    If you liked Blacksite, youll probably like Sirocco, its essentially everything that was good or bad about Blacksites design dialed up to a 11. All those multi room buildings around the edges of the island in blacksite are now several small one room huts with a single entrance and a tiny grenade hole in sirocco.

    The military base and its sprawling tunnels leading to empty courtyards are now a Kasbah that it self is a maze to navigate with an entire labyrinth of rat tunnels beneath it that could exit on any side of the island.

    That grass area with no cover in between the edge and the center of the island that was pretty hard to traverse, well now its double the length and half the time there is no grass to hide in.

    The super Mario boots arnt that useful considering if you poke your head up regularly youll just get sniped, now you're just a target thats higher up

    The bump mines are cool, but nobody has used them offensively yet. They arnt that useful as an offensive tool either, since the parachute just lets you negate fall damage and is no longer a 1 time use item. Other items havnt released yet, but I imagine the shield is going to be a huge meme.

    The respawn is nice, but also kind of sucks because people will just take pot shots at you while your stuck swinging down the helicopter.

    Also since guns spawn with more ammo now, less of the game involves hunting down ammo crates and hoarding it from your squad mate.

  • Epic Games Store

    • fewseb
    • May 1, 2019 at 9:40 PM
    Quote from FMPONE

    4 minutes ago, FMPONE said: Cool post, but can I interest you in a digital trading card game?

    wait, where are you going

    Listen for $20 its a little cheap but acceptable when your competition is trying to sell us all this "free" nonsense, however your micro-transaction card packs are a way too cheap for my liking, I think ill just go buy the apex battle bible for like $120, thats what all the cool kids waste their money on. Maybe ill go get the Thanos Dance for Frognight while im at it.

    Come back to me when youve finally figured out how to put a computer chip in my brain so I can watch McDonalds ads while I sleep.

  • Epic Games Store

    • fewseb
    • May 1, 2019 at 9:29 PM
    Quote from FMPONE

    8 minutes ago, FMPONE said: https://www.theverge.com/platform/amp/2…impression=true

    You don’t have to be a psychic to figure out how that one ends.

    And this is just going to continue or even accelerate. Unreal Engine being state of the art is going to be a continuing thorn in Valve’s side. They simply must invest in their own ecosystem more and make their own competitive engine. It’s an arms race and it’s become painfully one sided.

    Some how I dont see Source2 competing with Unreal, especially considering the rumors that L4D3s development ended in micro-civil war between the devs over continuing to use source2 or just moving to unreal since it was an actual finished engine.

    Considering all we have seen of Source2 has been small scale VR games and a very messy port, it doesn't speak to highly of the company that blew the industry away with its source engine reveal in 2003.

    This whole situation feels unwinnable for Valve, even with an actual threat it doesnt seem like they have any motivation at all the buckle down and make anything. Steam has over a decades worth of community features that work almost flawlessly, but what good is that going to do when Epic has all the games that casual buyers want. Another expensive VR headset with no featured games isnt going to cut it again, it just seems so odd that Valve used to be known for making well-thought out, very creative games. Now they make state of the art VR tech that doesnt do anything.

  • Epic Games Store

    • fewseb
    • May 1, 2019 at 8:54 PM
    Quote from FMPONE

    14 minutes ago, FMPONE said: Think you can wave goodbye to the 8th most played game on Steam (at least as of today at this very minute)

    https://mobile.twitter.com/RocketLeague/s…671322687680520

    Still says I can buy Rocket League off steam, is it actually going exclusive or just being sold on both stores? Their post doesnt really seem to answer that question.

  • WIP in WIP, post your level screenshots!

    • fewseb
    • May 1, 2019 at 4:52 AM

    Im open to criticism and feedback, ive already looked at different ways of changing the stairs so they might flow better. However, as anybody whos ever posted their map on reddit or the steam workshop would know, there are different kinds of feedback and not all of it is helpful, this is one of those time where it was not helpful. He did not offer any potential solutions or changes, he just said it was wrong/bad and left it at that. Thats about one notch above the kind of feedback you get on the workshop telling an area of a map is shit and you should just delete all of it.

    I also find it humorous that so much time was delegated to an area of my map that is ruffly equivalent to this part of dust2.

    Its like saying that areas too messy and it distracts the player, sure it might, but its not that important.

    I originally made the stair post because I thought it was a could example of how far an area could go with a single mapping session to make it look better and more believable as well as what game-play affects its might have. I also wanted to share the process of how concrete stairs were made because it was tough to find and Ive seen several instances where mappers just had to guess how. It was a fun fact, that whole post was just supposed to be a minor fun fact about stairs and what I did to improve an area visually.

    I also find it funny how his whole point in doing this was to teach me some kind of lesson or put me in my place because of my posts in the Overwatch thread, the first one I made there was pretty mean spirited because I hadnt thought about the fact that people who actually worked on Havana were the ones who posted it, and I was genuinely sorry to have offended those peoples map that they had poured hours into against a tight deadline.

    Every other post I made on that thread however was me questioning why they did certain things and why they didnt do others, we disagreed in the end but I accepted they had to work under constraints that most CSGO mappers dont have to deal with.

    Meanwhile Mr. Carpenter replied with a simple STFU, called me an amateur and then half-agreed with me but said I was being mean, which was true.

    The funny part is while I was rude at first, I contributed what I thought could be different and gave suggestions, they responded and that was the end, he never suggested anything other then to look into detail density, which at a cursory glance on google doesnt bring up much, had nothing to say when I responded then acted like he had just owned me.

    So now im going to say, 1. Im sorry for being rude on one post in the Overwatch thread, I didnt think about who would read it and how they would be affected by it. and 2. Im sorry I posted a fun fact about stairs, clearly I didnt know what I was getting my self into when it came to stairs.

    Id like it if my next post could be an actual WIP pictures for my map instead having to argue about the proper balance of rebar and stair in a public walkway.

  • WIP in WIP, post your level screenshots!

    • fewseb
    • April 28, 2019 at 7:14 PM
    Quote from RaVaGe

    59 minutes ago, RaVaGe said: Details/realism, whatever, what i'm saying is you don't put the focus on the right things. But whatever, I don't even know why i'm even losing time with you.

    Given that this is your first reply to the WIP thread since August 2018 and it just so happens to be on my 3 week old post thats 2 pages back from the most recent page, no likes or replies to any others, I really got say why are you "losing your time" on me. But then again, im just an "Amateur" so what do I know.

  • WIP in WIP, post your level screenshots!

    • fewseb
    • April 28, 2019 at 4:44 PM
    Quote from RaVaGe

    2 minutes ago, RaVaGe said: the first thing people are going to notice is the barn with the two doors,

    Its a bathroom mate, literally nothing about that building other then perhaps the angle of the roof would convey thats a barn, especially considering you can see the male/female signs on the doors.

    I also got to emphasize again, that area was in its first iteration with the redesigned stairs in the picture, its changed since then with some better lighting and less visual noise from the rebar


    Quote from RaVaGe

    8 minutes ago, RaVaGe said: At some point your passion for realism will prevent you to make better maps.

    Still hung up from the Overwatch thread are we? Ive already explained this before, but ill explain this again, its not about realism its about details, the first image didnt properly convey the area, it didnt look good and actually look fairly uncanny from certain angles, the stairs in the second images help to properly convey whats going on in the area and looks better (not great hence why it was changed further). If I was going for realistic then half the map wouldnt exist because of how fucked the infrastructure would be, I like to put in the details that make an area explainable and the world believable, but that does not mean sacrificing gameplay for making it an accurate representation of the real world. If that was the case there wouldnt be any random cover crates just lying around and the map wouldn't have any height variation at all given its urban setting.


    Its valid criticism, its just not accurate to what I do.

  • de_tracks

    • fewseb
    • April 28, 2019 at 1:09 AM

    I like the use of crates/boxes on rolling platforms going along a small rail line, very creative way of making cover, the overview also demonstrating some interesting angles.

  • [CS:GO] Crossfire Remake

    • fewseb
    • April 27, 2019 at 4:08 PM
    Quote from Interfearance

    1 hour ago, Interfearance said: @fewseb I mean many maps from 3 years ago had this kinda heterogeneous grunge art style, apart from many half life maps. Also concrete doesn't rust from the corners and is rarely brown underneath so it looks off whatever the goal is. Lastly the light fixture and door are still perfectly new. Noisy isn't all about competitive gameplay, it can detract from gameplay experience by making everything seem claustrophobic, especially when it is uniformly noisy like this.

    Doom doesn't overdo it too much, and compensates by room size (and its obv not a competitive game). Also note that doom didn't have good textures but had an atmosphere:

    http://# Reveal hidden contents [Blocked Image: https://oldgamesdownload.com/wp-content/uploads/Doom-1-3.jpg]

    Also here is real concrete wearing:

    http://# Hide contents

    [Blocked Image: https://img1.cgtrader.com/items/1846624/dfee57def8/large/concrete-wall-old-concrete-17-3d-model-low-poly-max-fbx-mat.jpg]

    [Blocked Image: https://previews.123rf.com/images/pancaketom/pancaketom1702/pancaketom170200062/72478160-old-concrete-wall-with-light-and-dark-gray-paint-and-stains.jpg][Blocked Image: https://t1.pixers.pics/img-c676e9e9/canvas-prints-texture-of-the-old-concrete-wall.jpg?H4sIAAAAAAAAA42P206FMBBFfweSwkyvFD7gvJ5PIKUtR5RL01Ylfr1FjW8mZh7mkr3XZMPrnszswfo9-wjb4tzqYV7WsqUh-rR8-AoJ16IeynWtELEejjcfbTxC1QhBGsoVUVQRyYro3RTnZuJL9ZRzSANA4m1YzoIrzSawWwKGtAPkILVz3kjeO4N6DOuR96PheDJsw_4geNX_kRoogpwcndSkHYpJj4zhKbH5JXxhBaVEdPRC_wTsEEl3Bctx2aqS9CjqXD2HRw1__PyeobjgdgdVsiiQEqi4TuPtrrhUUlIxOq6s1zh1TpvZ6L4XShmFlnvLLPXYli-f4gbBOoYBAAA=]


    I mean Neptune definitely established an interesting vibe, and it is evidently working outside because it doesn't feel like a clusterfuck. It also makes sense for those areas to be more torn up due to weather damage if you want to get all technical.

    Display More

    The texture it self could definitely be better yeah, but let the man have his worn down facility in the middle of a desert, things arnt going to be squeaky clean there.

  • [CS:GO] Crossfire Remake

    • fewseb
    • April 27, 2019 at 5:47 AM

    Does it really matter if its too noisy? Its not like anyone whos going to play it is going to be ultra-competitive, its half-life deathmatch for csgo, if he wants to like nice and worn down like Black Mesa, let him, too much uniformity is unnatural with concrete installations in the middle of a desert. The textures could be better sure, but this isnt a competitive map, its a fun side project and that means it doesnt have to have ultra-clean near white walls like every other "competetive" map that has come out in the past 3 years.

  • Counter-Strike: Global Offensive

    • fewseb
    • April 27, 2019 at 2:47 AM
    Quote from Radix

    21 minutes ago, Radix said: ? Next time I will have to think at least for a second before I write something.

    So basically comp + casual + deathmatch.

    Not 100% sure about this. Maybe workout will replace agency in case more players play it.

    Yeah but then workout would have actually replaced Agency, maybe next cycle will be -Agency +defuse map, but for now it seems Agency is immune from removal.

  • Counter-Strike: Global Offensive

    • fewseb
    • April 27, 2019 at 1:49 AM
    Quote from Radix

    16 minutes ago, Radix said: They (Valve) just look at the play time (all game modes together) and the two maps which are played most stay, the other 2 drop out.

    For me (may differ on higher/lower skill rating) zoo had the shortest queue time of those three defusal maps most of the time, closely followed by abbey. But that's just competitive matchmaking. There is also deathmatch, arms race etc. which seem to matter as well after all.

    Arms race doesnt use regular maps, also they only cycle 3 maps not 4. Even though Agency is in the game and in MM, it doesnt seem to be counted for the 3 month cycle which is fair, considering it took 4 operations for it to get a semi-permanent place in the game.

  • Counter-Strike: Global Offensive

    • fewseb
    • April 26, 2019 at 11:52 PM
    Quote from blackdog

    26 minutes ago, blackdog said: More changes to vertigo. Also congrats @catfood for getting yet another creation featured in the game: this time is Ruby. Hope will soon get to Comp. I don’t understand tho why they’ve already removed Abbey: it’s a very fun map but was quite hard to get to play it in standard matchmaking. Nothing against Workout, but don’t see the relevance of CS maps nowadays, and why are they even available in comp mode.

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    More importantly, why was zoo the map that got to stay? That seemed to have the lowest playtime of all 3 maps.


    Also good hostage maps make it into match making because they are fun to a large number of people hence the crowd of people that are still begging for Italy and Assault to be added back to match making. Nobody is ever going to ask for Office to be in the Active Duty pool, but it stills a fun map and the MM pool would worse off without it.

  • [CSGO] de_ruby

    • fewseb
    • April 26, 2019 at 2:28 AM

    Congrats on getting into the game.


    Its also nice to see the Anarchist T-faction show up on a new official map for the first time in 4 and half years, now lets hope reddit doesn't complain about the lack of bomb radio commands and gets the voicelines changed to the Balkans or something stupid.

  • Overwatch

    • fewseb
    • April 20, 2019 at 11:01 PM
    Quote from RaVaGe

    6 minutes ago, RaVaGe said: OFC it's a valid criticism, it's just his way of developing his point that makes him looks overly pretentious, each game has its own flaw, balancing gameplay and art has never been an easy task, especially when there's a huge time constrains behind it, and I think Overwatch is doing a great job at it, now ofc I always thought route 66 never really made any sense, but look at Badwater for example, its layout make no sense at all either, yet it's one of the best map ever created imo.

    Gameplay > Art > Logic.

    Fair enough, but badwater is a tf2 map, tf2 doesn't take it self seriously, its absurdist. Overwatch is supposed to be grounded in reality, no matter how much science fantasy they throw at it, its not parody of the real world, it meant to be an idealistic future. I appreciate @Pericolos0 going into detail into how such a visual error occurred and the process they went through making Route 66.

    Also badwater, like most TF2 maps can get away with the ridiculous nature of the layout because its set in an industrial sprawl, plus it has plenty of inaccessible areas to show off the world around it which helps make it more real despite the absurdist nature of the game.

  • Overwatch

    • fewseb
    • April 20, 2019 at 5:57 AM
    Quote from FMPONE

    9 minutes ago, FMPONE said: I think you make an OK point, part of environment art is not being totally lazy about tying it to layout but earnestly critiquing a great, fun level like Route 66 by pointing out that it doesn’t really resemble a road is bordering on copy pasta. I’m here for it though, keep going, petty criticism is still criticism and it can be pretty amusing to read.

    Route 66 is one of my favorite maps from Overwatch, when I played the game did I care that the road led to a warehouse? No because I was having fun, because its a fun level. Literally the only complaint I have about the theme for the map is just that, its not a real road and it doesnt make a lot sense when you think about it. I dont consider the absurd walkways all around the map a negative because its consistent across most maps and thematically matches the town, they arnt likely to actually exist but they are believable.

    Aside from my first post about Havana, I dont think ive been that unreasonable in asking why they do things like that, why there are just a few glaring flaws that make the map unbelievable when you think about it. The game isnt absurdist like TF2, it trys to keep a sense of being grounded in the real world (despite the electric monkeys and engineer hamsters that jump around miles in the air) we are supposed to care about whats happening in this universe the game is set in, things are at the very least supposed to be plausible.

  • Overwatch

    • fewseb
    • April 20, 2019 at 5:24 AM
    Quote from FMPONE

    2 hours ago, FMPONE said: Lol.

    Its true ¯\_(ツ)_/¯

    Quote from Pericolos0

    4 hours ago, Pericolos0 said: I think you figured out yourself why not more attention was spent on making the maps believable layout wise: it's not a critical flaw. So why spend time on it when you are working under a deadline and have plenty of other things to spend creative energy on?

    How much time could it take, you either work on the vista or you work on a road, both take time both and I would presume would be satisfying to work on. I would argue a vista takes more time because you have to work on a unique skyline, as apposed to a road where you can copy and paste some background buildings. Its really just down to the map maker and what they like more, clearly whom ever it is that actually does the art pass prefers the Vistas, if it was me I would do background roads or side paths, but im not the guy working for the AAA game studio, im a hobbyist at best and I dont want to tell these guys how to do their job, I just wanted to know why they do things the way they do.

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