We definitely have more than a couple thousand cases if celebrities including NBA stars are getting it. Our testing here sucks and they refuse to close down the schools because kids will starve. It really is time to move to Australia already...
Posts by Interfearance
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Our favorite orange monkey banned travel to and from Europe... excluding Britain. Its okay no one lives there right?
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I played this map a while ago and I forgot to say: clip the tree on B site. You can inch up both sides to a head peek like the box on A ramp dust 2.
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At risk of sounding stoically unimpressed, this is fucking dumb
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Quote from Ringel
On 2/21/2020 at 12:41 AM, Ringel said: This near a higly fighted area
I would say all of the examples on mirage were contested areas
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Where do you guys find themes? I'm getting brainblocked. Everything I like is too massive in scale for the game.
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Quote from Vaya
19 minutes ago, Vaya said: running a service with 60 thousand subscribers gives you a pretty good inkling of what is accepted and what isn't.
I'm interested to see what is not accepted? I'm predicting its poorly made mirage clones
Quote from Vaya21 minutes ago, Vaya said: Look up dunning-kruger, you're on the incline just now
I guess I'll give this one to you lmao
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Quote from Vaya
45 minutes ago, Vaya said: Come back and say the same stuff when you've been doing this a while, you'll have an epiphany sooner or later.
Hasty generalization. I have been making many layouts and testing them with my friends (of sufficient rank lol). I am making a layout right now. A year on, I have learned a lot from all my grayboxes which have not all been failures. Weren't you the one saying reinventing the 4 square is like reinventing milk? Dont just give up making something different after your first try or let people tell you it is not feasible without proof. every time people laugh at this it fuels me to come up with another layout better than the last. Maybe someone will have an epiphany and change things up lol
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There are a lot of connections everywhere, and while they may not be redundant, some add complexity unnecessarily. The areas are not really isolated enough from each other, and holding them is less valuable due to the sheer quantity of ways to get anywhere on the map (now that there is a split mid). I also tried a split mid before, but it left the CTs to thinly spread out and vulnerable to rushes. A also seems very hard to hold after plant there are 5-6 different ways to get to it depending on how you count the 2 house entrances. The art is well done and reminds me of Tibet for arms race.
edit: i did run around the map for like 20 mins
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Quote from untor
2 hours ago, untor said: most likely we will have to make maps for RTS or Open space games like PUBG
I don't think this is the case at all, like I have said before, there are going to be general "rules" with every game like having well defined areas, appropriate scale, and chokepoints. It doesn't mean the only way to adhere to this is by making a layout such as the abstract one you showed.
Quote from untor2 hours ago, untor said: Why is that? We will analyze any map into parts. And we will understand that it is ideal for each point to have a triangular shape.
Lets take train for example. Even in the a very simplified version of its paths, it would not be fair to call it a clover layout
There is an additional loop (or triangle), the bombsites take different positions than usual on the loops, and there are also other big differences.
The bombsites are vast and multiple times the size of the plant zone, compensated for by fast rotates and rush timings. In this case the concept of a bomb site is different from any other map.
In the case of vertigo, the size and pacing of the map is dramatically changed.
In nuke, rotates are really unique, and the map is built in a way that feels totally different than all others while still being fun.
I think it can be agreed that there are not many maps like these, yet they are very successful.
I once remember fmpone saying somewhere that if you made dust 2 today everybody would say it can't work due to the lack of cover and huge sightlines. Most people probably interpreted this as a reason that dust 2 cant be beat, but I think this also shows that people are no longer willing to make radical changes to map design in csgo. Bombsite design is becoming very similar, most rotates are through a central passage (mid), and chokepoints are almost always reduced to pure 90 degree encounters rather than something like sweeping angles in t connector on train. Of course you don't have to change everything like on train, but it would be nice to see a little experimentation rather than 100 safe maps. Big mappers and successes lead the way for maps to come, and we will just see the same if nothing is shaken up
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I didn't say anything criticizing top 10, I literally said they all have a traditional layout style like cache and dust and not like train, nuke, and ovp
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Quote from Vaya
1 hour ago, Vaya said: They really don't though, this you not understanding the nuances that go into map design. Each of the top 11 maps in the contest play radically different.
I understand this, but a lot of it is also very fundamentally similar to what we have seen before. It is hard to explain, but u can pm you the sort of layout I am talking about when school is out. The whole composition is different
Also there are 11?
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Quote from ElectroSheep
33 minutes ago, ElectroSheep said: CSGO Players are like... "People are wasting hunderd of hours of their life to make extra free content for my favorite game, fuck them !!!"
I always wanted to make a new map for the game or, why not, finishing Highlands huhu. I even started a map for this competition, even with the small amount of free time I can have with a kid to take care of. But when I read the shit talk from csgo "pgm", seriously, why I would do that ?
I think this is a good benchmark for how far this convo has gone off. I was talking about how maps today have a really similar layout style in the beginning
Quote from blackdog1 hour ago, blackdog said: like Insertion it’s criticised and not given a chance.
Well I think there are certain fundamentals that keep the game in control like having defined areas, and they all got ignored on that map. It was cool though