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  3. csWaldo

Posts by csWaldo

  • Exotic Castle map Work in progress pictures...

    • csWaldo
    • November 25, 2019 at 1:06 PM
    Quote from Tynnyri

    40 minutes ago, Tynnyri said: I really don't care to discuss this, A lot, and I mean a lot, of the CS community already ignores most of mapcore, and there's very little anyone can do to change that by listening to me rant about it. Popularity isn't form of quality, 4 clover layouts with different models aren't interesting to play, and mapcore, same as reddit, falls into the very flawed "looks good" mentality. That's just the inherit way social media works and there's really no way to change it outside of removing everything that makes mapcore popular. But everyone knows that already. I've been talking with a lot of people who have left the SourceEngine mapping community for various reasons and had a lot more fun making maps because of it, or got back to making maps because they left. And I can't blame them, social media is only popular if it enforces it's popularity. Places like Mapcore or r/mapmakers really hurt map making scene for anyone who does it out of wanting to make good maps, but again, most people know that already. Hell, as potato mentioned, nobody even mentioned the map itself before going straight into toxic accusations and unhelpful heckling. Anyways the castle map should be made in hammer if not only for convenience's sake.

    If everyone is stuck making awful maps, just make a great one, win the contest and get into the game then. ?

  • Exotic Places CS:GO Mapping Contest 2019

    • csWaldo
    • November 11, 2019 at 7:16 PM

    This argument would hold more weight if a single person complaining about zenith was actually impacted by it. The rules encourages older projects to be picked up and finished, which is a good thing imo and 8 months is enough for anyone to make a contest winning map. If you can't, then you should probably use this opportunity to practice rather than to tear down other peoples work.

  • de_zenith

    • csWaldo
    • November 10, 2019 at 7:30 PM
    Quote from Interfearance

    42 minutes ago, Interfearance said: If there was any degree of specificity in the competition name past "foreign" (the definition of exotic) there would be a minute chance that anyone actually had a map developed that fit the theme. In other words having a map that was in the making for years would be improbable. It may as well have been named "good map contest" at this point.

    Not sure what any of this has to do with the theme of the contest. Yeah, a really specific theme would have made less already in the works ideas eligible. So what? If the theme was more specific and this map happened to fit that theme, would that be ok because it was less likely? By your logic the way it currently is would be even more fair than a specific theme. If pretty much any map can be entered, then we all have the option to use our old ideas. It's not much of an advantage anyways. Everyone gets enough time to make a completely new, winning map from scratch.

    This is entirely down to the rules and they allow previously worked on maps by design. It'd be pretty much impossible to check whether a map had been in development or not. Right now the rules make it really easy to disqualify a map that had been largely finished already while still allowing older WIP projects in. I think this is much better than making it about who was able to hide their old projects best, just to be able to submit them here. There's a point to be made about the time lapse in this post. Clearly the map had pretty advanced art before the start of the contest, even if it hadn't been published.

    I wouldn't worry about it though. Anyone who deserves top 10 will get there, with this map in the contest or not. You probably don't have to worry about it stealing your spot.

  • Exotic Places CS:GO Mapping Contest 2019

    • csWaldo
    • November 3, 2019 at 4:21 PM
    Quote from That50

    On 11/1/2019 at 3:32 PM, That50'sGuy said: If you don't have time to make any custom models, there's a few forums on here where you can grab some nice custom models already made. Just so long as you give credit :)

    This pack in particular is one of my favorites: https://migrationtest.mapcore.org/topic/21830-ya…#comment-440575

    Quote from DazRave

    On 11/1/2019 at 4:07 PM, DazRave said: Oh well, that's good news. I appreciate the heads up, wasn't sure if it was frowned upon to use someone else's (with credit) in a competition.

    That's not entirely true. A lot of these assets (including Yanzl's) are free for non commercial use only. I doubt anyone will be upset if you're just submitting your level to be part of the contest, but if there's any chance of you winning money in this contest with someone elses assets, you would probably want to talk to the asset creator beforehand, unless the assets are specifically licensed for commercial use.


    Quote from DazRave

    On 10/31/2019 at 1:55 PM, DazRave said: So the more i've been browsing all the entries the more I've realised that the really good maps (kinda subjective, I know) all seem to have modellers cooperating with the build. Are there many in the community willing to help with promises of prize share if it makes it?

    Custom assets aren't just set dressing that some artist will make for you in return for prize shares, usually. Environment art is just as much part of a map as is level design. People have different strengths and both aspects require a lot of work hours so most experienced people here will gather in small teams and split up the work to get the project done in time. If environment art isnt your strong side then ideally you should look for a partner to share your project with who can deal with that side of things. Though a single person can still manage on their own. The best example of that would Biome, the winner of the last contest.

  • [WIP] De_Luau

    • csWaldo
    • October 24, 2019 at 8:09 AM

    Afaik Yanzl allows the use of his assets for commercial use if you give him a cut of all earnings. You just have to talk to him to work out a deal. Doing your own assets is preferable though. Unique assets really help a map to stand out visually.

  • Blossom

    • csWaldo
    • October 23, 2019 at 6:16 PM

    I can definitely see why youre getting that feedback. Your connectors kinda look like corridors that only exist because the layout needs them to. They look like they are only meant to be walked through, not played in. In the game however these serve as vital areas to attack or defend mid and the bombsites. Try to flesh them out to be their own proper areas. Doing that will probably require them to grow a bit in size, giving you a bit more negative space and map size as a bonus.

  • DE_CACHE (new version)

    • csWaldo
    • October 19, 2019 at 10:41 AM

    The AC isn't perfectly era accurate and part of a gameplay gimmick became slightly less gimmicky. If this is the feedback you get then the map must be near perfect ?


    Map looks cool, good job ?

  • [WIP] de_frequency

    • csWaldo
    • October 18, 2019 at 1:59 PM

    The path from T spawn to B looks particularly tight and corridor-ish. If the radar is anything close to the actual area you'd probably want to flesh that out a bit more and make it less constricting.

    From the radar the mid area also looks a bit worrying. It connects to pretty much every part of the map and even withit itself there are multiple paths you can take through multiple doors. Seems to me like its going to be almost uncontrollable and it'll pretty much mean that once CTs lose control over that part the map falls into utter chaos because everyone can rotate from everywhere to everywhere without really being seen. I would probably either cut this into 2 areas, one for A, one for B. Or simplify it into a single, more controllable area with clear chokepoints around it. I'd probably also reduce the number of ways that lead to mid a bit.

  • [WIP] Touristas (now) de_xenos

    • csWaldo
    • October 16, 2019 at 5:05 PM

    Check your compile log and / or share a pastebin of it here. Looks like a major problem that should show up in there.

  • [WIP] de_frequency

    • csWaldo
    • October 16, 2019 at 7:18 AM

    Negative space refers to the unplayable space on a map. If you look at the radars of official maps, you'll find that most of them have large chunks of empty space between the playable areas. This really helps with giving your layout form and structure. Your layout kinda looks like a single, large courtyard with a lot of walls and objects thrown into it, which usually just makes for weird, chaotic gameplay. It'd probably help you to give your level some more structure. Looking at other successful maps can be a good reference for this.

  • Turbulence

    • csWaldo
    • October 12, 2019 at 11:22 AM

    ?

  • Turbulence

    • csWaldo
    • June 30, 2019 at 10:00 PM

    [Blocked Image: https://i.imgur.com/wr2eXSr.png]

    We should have a first playable version soon. Here are some extra screenshots until then.

  • Turbulence

    • csWaldo
    • June 19, 2019 at 2:18 PM

    @Vaya @Terri and I will be working on this. More coming soon...

    [Blocked Image: https://cdn.discordapp.com/attachments/585026899370049566/590873424725803018/ya.gif]


    STEAM WORKSHOP

  • DE_TENEMENT

    • csWaldo
    • March 16, 2019 at 10:57 AM
    Quote from zastels

    5 hours ago, zastels said: You're the stupid troll who doesn't understand what theft is. It's not theft because the map is still in the hands of the original creator.

    If you have a banana, and I take your banana and you no longer have a banana, that is theft.

    If I copy your banana, you still have a banana, that is not theft. 

    I am not a contrarian, repurposing public domain material is completely legal. 

    Something being on the internet does not make it public domain. You do not void your copyright by publishing your work.

  • WIP in WIP, post your level screenshots!

    • csWaldo
    • March 7, 2019 at 3:51 PM
    Quote from I ♡ The 1950

    On 2/19/2019 at 4:15 AM, I ♡ The 1950's said: Slightly edited a sign from Overpass to appear on this billboard!

    It reads "We build our New German Reich!"

    "We build our New German Reich" would be "Wir bauen unser Neues Deutsches Reich". Switching the first two words like you did here makes it an imperative. It also needs to be "unser" not "unsere", since the grammatical gender of "Reich" is neuter. Edit: whoops, just read the latter was already pointed out :D Still, you might want to find a native speaker to help you out if you plan on adding more written german to your map. Wouldnt want to say the wrong things with a theme like yours.

  • [CS:GO] de_border (W.I.P.)

    • csWaldo
    • February 22, 2019 at 11:52 PM

    I dont think you should mix the present and past like this. The German Empire and Third Reich do hold a certain fascination, but portraying a historical theme and mixing in historic symbols with a modern setting are 2 different things that in this case come with very different connotations. If you want to create something using imagery from those times, it should either be strictly historical or some kind of dystopian setting. Using this imagery in a way that doesnt reflect upon why these are seen as some if not the darkest times in european history implies either a complete lack of understanding of the topic or even worse, willful ignorance and romanticization. Wether such a theme actually fits CS:GO is a different question, but just the way you are handling the theme feels weird and out of touch with the underlying topic.

  • [CSGO] Victoria

    • csWaldo
    • January 27, 2019 at 7:00 PM
    Quote from Interfearance

    17 hours ago, Interfearance said: What is that blank Dev texture you used? It looks so clean

    I always use the reflectivity borderless textures. On victoria, we kept it all in the 50 one, but they come in 9 different shades. Search the textures for "ref b" and they'll come up.

  • [CSGO] Victoria

    • csWaldo
    • January 19, 2019 at 2:38 PM
    Quote from blackdog

    5 hours ago, blackdog said: Yeah do remember that, was wondering if Waldo maybe was. Thought about it because I'm meeting friends in town tomorrow. Anyway if you come down let me know :D as well I haven't been to Edinburgh yet, I'll DM when it happens.

    Sorry pal, I'm from Germany. London would be a bit of a trip for me :D

  • [CSGO] Victoria

    • csWaldo
    • January 16, 2019 at 12:59 PM

    I've spent some time making assets and I think I'm starting to get the hang of it. It's far from finished, but a lot of the major assets for the galleria are now made and in place, so here are a few update screenshots. Please let me know what you think :D[Blocked Image: https://i.imgur.com/i8h72nq.jpg]

    [Blocked Image: https://i.imgur.com/24CoGb6.jpg]

    [Blocked Image: https://i.imgur.com/k0Zm9XQ.jpg]

  • Hypothetical-Contest Rules Voting

    • csWaldo
    • November 13, 2018 at 10:23 AM

    I'm completely biased here, but I think it would be a shame to entirely exclude maps that had been worked on before the contest announcement. It wasn't clear when or even if there would be another contest and I'd rather not have to pick putting my current work on ice for a year or not taking part in the contest. I completely get that having additional weeks or months can seem very unfair, but I think the area where it'll show up most will be polish. 9 months should be enough for any team to make a solid layout and some pretty good art. A level that was started prior to the contest would be expected to be much more polished by the end of it and that could be reflected in the judging. For example, if 20 points are given out for polish and overall quality, then it could be set to max. 10 points for maps that were already being worked on.

    I wasn't participating in the last contest, so I'd be curious to know how much the "already worked on maps" rule really contributed to the finalists and winners. Did anyone really get their position in the contest by simply submitted a map that was already half done?

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