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  3. csWaldo

Posts by csWaldo

  • [CSGO] Victoria

    • csWaldo
    • October 23, 2018 at 2:26 PM

    A should be a bit easier to smoke off now :D

  • [CSGO] Victoria

    • csWaldo
    • October 22, 2018 at 7:51 PM

    We made some changes to mid and A that should adress the concerns brought up by the last test. We'll do another 5v5 test tomorrow and that should hopefully finalize the layout and get us started on environment art.Radar before / after

    [Blocked Image: https://i.imgur.com/RQGG54d.jpg]

    [Blocked Image: https://i.imgur.com/s100QvU.jpg]

  • [CSGO] Victoria

    • csWaldo
    • October 2, 2018 at 11:49 AM

    Just uploaded the playtest ready version to the workshop. Here is a before /after of the layout. We made small changes to the cover and paths, mostly around A and B site. I think the bombsite's layouts are mostly finished. Hopefully the coming 5v5 test will confirm that. There's also a bunch more concept art in the level now, so here are some impressions from it.

    [Blocked Image: https://i.imgur.com/fGn9tHM.jpg]

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

    [Blocked Image: https://i.imgur.com/jNGe5v3.jpg]

    Hope to see some of you at the playtest :D

  • [CSGO] Victoria

    • csWaldo
    • September 30, 2018 at 10:54 PM
    Quote from blackdog

    11 hours ago, blackdog said: Like this! (Wouldn’t rotate that texture on the metal structure)

    Is the test tonight?

    Lol yeah, we need a custom texture for that. We want to test next week, probably on thursday, unless something gets in our way.

  • [CSGO] Victoria

    • csWaldo
    • September 29, 2018 at 10:06 AM

    Making some progress. Next playtest soon. Hope we can lock down the layout soon so we can focus on art. [Blocked Image: https://i.imgur.com/OI1gwjA.jpg]

    Props to @Vaya for this scene :D

  • [CSGO] Victoria

    • csWaldo
    • September 24, 2018 at 7:11 AM
    Quote from Interfearance

    On 9/23/2018 at 1:20 AM, Interfearance said: I want more content I'm exited to see where this map goes lol no pressure! Also can you share how you texture the arches when you do? My map will have allot and I can't find how they did it on inferno CT spawn

    Inferno uses models for arches. Afaik the texture for them are like 3 very generic brick colors and 1 grout color. The UVs for the bricks and the grout is then just stacked over these colors. Looks alright as long as you don't look too close at it. In general, to get nice arches, models are your best bet. You can use the ones from inferno, canals and cobble, or make your own :)

  • [CSGO] Victoria

    • csWaldo
    • September 2, 2018 at 6:30 PM
    Quote from poLemin

    1 hour ago, poLemin said: Don't forget to add clip brushes here before the next playtest. I feel like this headpeek could be very strong, while still open to the bridge window. Players would tend away from using it if the movement is as choppy as shown in this gif.

    Will be clipped before the next playtest for sure. And yeah, that peek could be very powerful. I'm already debating wether to block it off, but I'll guess we'll see how it does in the next test first.

    Quote from blackdog

    6 minutes ago, blackdog said: I need to play this again. Digging the changes, although I liked the back of the site being open.

    Thanks :D I liked it too but the amount of entrances and playable space around the site made it very uncomfortable to take, plant and defend for Ts. Something had to go and the second door from CT got the short end. Some things just aren't meant to work out :( Thanks for the feedback guys, appreciate it!

  • [CSGO] Victoria

    • csWaldo
    • September 2, 2018 at 1:26 PM

    B site needed some love after the last playtest, so here's another progress gif:

  • [CSGO] Victoria

    • csWaldo
    • August 19, 2018 at 11:32 AM

    Released a new version just now. Here's a slider that shows our progress:

    https://imgsli.com/MTk1Mw

  • [CSGO] Victoria

    • csWaldo
    • August 18, 2018 at 3:30 PM
    Quote from blackdog

    1 hour ago, blackdog said: Silly observation... how that van got into mid if the access is all stairs? :D Will it make sense as it could come from CT side?

    Well, time to scrap this map. ☠️

  • [CSGO] Victoria

    • csWaldo
    • August 16, 2018 at 9:24 AM

    Gotta keep the thread alive, so here's a concept for B connector :D

  • de_cncrt

    • csWaldo
    • August 11, 2018 at 8:46 PM

    Don't feel afraid to completely redo / drop a map when you're just starting out. You improve quickly and fixing a map takes much more time and effort than just making a new one. If you feel like a level is much worse than what you can do, just start over. I would just try to practice the entire process of making a map rather than just lets say grey boxing. Coming up with a theme, designing the rough structure and architecture of your level and doing actual detailing all go hand in hand with the layout and just doing one over and over won't help you improve as much. Im speaking from experience here :D If I were you, I'd work on this level for as long as I still enjoyed it, then move on to something new. Personally I'd recommend doing smaller projects that you actually finish. Making an entire defuse level is hard and takes a long time. Its easy to get stuck on the layout or not finish detailing especially for a beginner. I'd start by making small, detailed scenes and maps like say a well detailed, themed aim map, or just a particular scene youre interested in. Look at reference images from real life, other maps and games and study the way official maps build layouts, use cover and how they construct an environment with their assets.

  • [cs:go] de_cleanup - wingman

    • csWaldo
    • August 11, 2018 at 4:49 PM

    The screenshot looks dope, but just judging from the radar, it might be a bit too complex and large? 3 chokes lead to 4 entrances onto site. I imagine that would be super hard to hold with 2 CTs. I wouldn't wanna say what to cut without playtesting the map, but I feel like something needs to go here. Great world building though. Would love to play that.

  • de_olympus

    • csWaldo
    • August 11, 2018 at 3:55 PM
    Quote from Interfearance

    15 minutes ago, Interfearance said: Long near B might feel confusing because its not really meant to access site, but rather grill that can view the whole plant site, or the plat that can access half of the roof of b.

    Here's a way to change flow to reflect that then:

  • de_cncrt

    • csWaldo
    • August 11, 2018 at 3:49 PM

    It very much has that first level look so I'll give you some first level advice. Use much brighter textures and a bit more light. It's super dark and hard to spot enemies in a lot of places. Modern CS levels often throw white paint on their walls for that reason. But just not using almost black textures for the floor would greatly help. Your level has unpacked models. They show as massive error boxes for anyone but you. I recommend Yanzls version of Compile Pal: https://github.com/gortnarj/CompilePal/releases/tag/v025 Your areas are often simple shapes with props stuffed inside them to create cover. Try to use the geometry and architecture of your level as the main source of cover and as the main way to create the angles you want. Additional cover should be used sparingly. I think you should try to make your level look simpler, cleaner and more visible for starters. You can look at some grey boxes from more experienced level designers to see how a dev level could look like and be layed out. Kinda hard to judge a layout when it says "ERROR" on a third of it :D

  • de_olympus

    • csWaldo
    • August 11, 2018 at 3:20 PM

    A few things: Your bomb sites look very close together. Looks like you could see one plant zone from the other. Even if you block that line of sight, it's going to mean the won't really be a take / retake kind of gameplay. It'll more turn into large 5v5 death matches every round. I think you'd do good to seperate those more. Most paths look very straight empty corridor - ish. You want to work more with actual areas that are connected through choke points. Corridors are fine, but they shouldn't make up the main playing areas of your level. The sites look very underdeveloped. I know this is a very early concept, but "room with 2 crates" just isn't much of a concept. I think again you should work out some more distinctive choke points for them, then work out plant zones and cover from there. I think your "long" path is kinda awkward. It leads around the site more than it leads towards it. I think having a path that goes around your map rather than towards a bomb site is rather awkward. Maybe thats just me though. Maybe this layout is more conceptual than literal and I just said some redundant stuff, but I see a lot of beginners work too much with corridors and overly simple "room with box" kind of sites, so I thought I'd mention it anyways. Just on a side note, I'd recommend brushing your layout out in hammer before asking for feedback on it. You'll find that you have to develop and flesh out a lot of things just by looking at it in the editor and sketches and drawing never work out like they do in your head or on paper. Makes it easier for you to improve your level and easier for us to give feedback. Either way, space is a cool theme, so go for it!

  • [CSGO] Victoria

    • csWaldo
    • August 10, 2018 at 3:25 PM
    Quote from El_Exodus

    1 hour ago, El_Exodus said: Super long sightline spotted :(

    Havent really worked out the CT entrances yet. Mid needed to be redone and this is the rough concept I worked up with Vaya. Closing up and refining those angles will be our next priority for sure!

  • [CS:GO] Dawn

    • csWaldo
    • February 10, 2018 at 5:53 PM

    The spawn is indeed tacked on and only there for timing reasons. I was a bit hesitant to create such a large area in one piece, because of the long and wide angles it creates, but I can probably figure out a way to make it work. Not sure what the buildings around that area will be, detailing wise, but a hotel would certainly fit nicely. Thanks for the feedback!

  • [CS:GO] Dawn

    • csWaldo
    • February 9, 2018 at 1:45 PM

    The map may look familiar to some of you, as I posted and tested it here a few months ago. Since then I've basically remade the entire map, improving both art and gameplay.

    Inspired by dishonored the map is set in a dystopian, steampunk-ish city split by a large wall, separating the poor and working from the rich and powerful. Fed up with the state of affairs the terrorists try to blow up the power supply and residences of the wealthy.

    The project is mostly for me to improve at mapping and learn to create assets, but I still want to make it the best I can, so any feedback is greatly appreciated.

    More pictures here or over on the workshop page.

  • [CS:GO] de_dawn

    • csWaldo
    • September 17, 2017 at 9:47 AM

    Hi =) I've been working on this greybox for a few weeks and it's now in a playable state. I've tried to convey some of the visuals I'm aiming for and already done some refining on timings and cover. The layout however is rather unusual and though I tried to make it fun and balanced it is really hard to judge that without the feedback of others. If any of you are interested in the map I'd love to hear and discuss your opinions on it. I am currently hosting the map here: 207.154.212.149 (host in europe). Add me on steam if you'd like to play it with me.WorkshopImgur

    Hope you enjoy.

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