Isn't it funny how AAA studios have become the Hollywood of gaming. They use time tested formulas (that were created when major innovation still occurred) and produce a decently enjoyable experience, but nothing to write home about. Of course there are some counterexamples but they are growing sparse by the year (Doom 2016 is one of the few that stands out. I wish we saw more competitive games that are easy to enter hard to master. However, it seems like devs are just going for fun but not really competitive to maximize their demographic and milk profits. Fortnite gradually closed the skill gap as it went on to "nerf" veteran players. I don't have to explain why that is bullshit. Before this idea we had COD which had an infinitesimally small skill gap and appealed to everyone, resulting in maximum profit for Treyarch. I can't seem to find any mission based games that don't involve forcing the player to pay for everything to spare themselves hours of grinding. Sure you can play mobas for a mmo competitive experience, but its not really my cup of tea because of epilepsy inducing effects, lack of mechanical game play, and level up systems that allow players to have an edge on you. I could go through every genre denouncing some aspect of it but this is really just a criticism of major names in the business and their checklist/handbook approach to game development and lack of innovative effort. One thing is for sure; the industry does not punish them one bit. These guys know what makes money.
Posts by Interfearance
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Did you use zbrush? Also, oxidization effect is ?
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@Roald Thanks, this will be useful. Also I just found a temporary way to change to pivot point. You just have to duplicate the object and essentially mirror it across the point you want to rotate. Then select both and rotate and the rotation point will be the average center and therefore your desired pivot. This is kinda temporary but I feel like it has potential.
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This is going to be really fun to play; if you have a playtest I will try to make it!
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@Maritime you just made my day. How do I like twice?
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@blackdog I kinda know how to use them, I thought this was disp work for some reason and I was like o_0
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I am especially impressed by the tower blockout. How did you make windows at angles like that? Is there like a secret trick I don't know?
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DRASTIC FEEDBACK:
- You need more vertical elements throughout your map. Some can get away without much, but even maps like cache and inferno are littered with stairs and ramps. Another casual example is the raised T spawn on dust 2 or its sloping middle. Flat maps are boring to the player. (maybe a raised town square, a traditional bridge, a sloping street)
- Even though middle is supposed to be T sided, 3 entrances to it from T alone is a bit excessive. My suggestion would be to cut the one closest to the ship. It would remove the annoyance of getting shot in the back if T's want to attack A site.
- Try to reduce the amount of 90 degree angles on your map. It makes it feel stiff and can disrupt flow (ease of moving around without being confused).
- B and A are actually leagues better than the rest of the map, because they both have interesting geometry, and more specifically A has an awesome idea behind it.
Overall I am confused because the sites look like they were made by another person who is an decently experienced user of hammer. If they weren't then you probably didn't plan the rest of the map very well and just blocked it out on a whim. When you plan it again (which you should), start with less connections and add them as you play test and find a need for them. Also, if you are having trouble with interesting geometry look at reference photos! Adapt what you can into the map: "A stagger between two buildings is cover" "The bend in that road cuts off an overpowered sightline". I think you get the idea.[Blocked Image: https://i.dailymail.co.uk/i/pix/2013/05/06/article-2320147-19A490CE000005DC-807_964x721.jpg][Blocked Image: https://i.ytimg.com/vi/zhCcZA2nYpc/maxresdefault.jpg][Blocked Image: https://upload.wikimedia.org/wikipedia/commons/thumb/f/fc/Art%26Science.jpg/400px-Art%26Science.jpg][Blocked Image: https://media.cntraveler.com/photos/5717e7c980cf3e034f973f55/master/w_420,c_limit/uk-towns-rye-cr-GettyImages-504357793.jpg]
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How do you make rocks look this good? I will need allot for my level (like below) and don't know where to start
[Blocked Image: https://media.glassdoor.com/l/6e/29/bb/4a/under-ground-storage.jpg]
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Thank you, I thought the unclarified version was kinda abusable from the start. Maybe no one expected that people would actually use maps that were one year in the making? ?
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@CSGOJOHNMADDEN You didn't even reference the theme once lol. Maybe its Gwalior 2?
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Quick FMPONE, pull out rule #4 on him before he wins! ?
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Prolly post WS link too, overlapping radars are difficult to interpret for feedback!
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@lewiis Have no fear it is a matter of overlays and decals; server racks are almost identical. However, the military theme is better for me because the other site is a weapon of mass destruction being developed, and NORAD has a data bunker. Thanks for the idea though!
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@Freaky_Banana Might as well copy what I posted in W.I.P here: The center of the site is sunken in and I did circle stair clipping! Regaurdless, the site is almost done and I pretty much just need to make the B approach for T's, the middle, and extend CT.
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Better metrics guide than valve LOL. Thanks on behalf of the community for this ❤️
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@Squad Wait didn't New World produce Insurgency?? That game is crazy good
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