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  3. mr.jogurt

Posts by mr.jogurt

  • [WIP] Torga

    • mr.jogurt
    • June 14, 2019 at 10:17 AM
    Quote from NikiOo

    On 6/12/2019 at 11:37 PM, NikiOo said: On a more serious note, though, I was thinking of making this door be close-able, but not toggle-able (this is where the choke point is), meaning that if the Ts allow CTs close to the door, they can just press 'E' and close it forever, permanently preventing Ts from taking this route to the bomb site till the end of the round. I think this would really contribute to the Exotic™ nature of the map:

    this could make the map hella ct sided but maybe it would also bring most of the fights to this door. try it and if doesn't work change it back

  • El Dorado (former de_Inca)

    • mr.jogurt
    • June 11, 2019 at 11:40 PM

    changed the theme a bit and added a new moodboard:

    Spoiler

    these screenshots are from the dreamworks movie "the path to el dorado" and i got the idea because it is one of the favourite movies of my girlfriend so maybe she will be happy too ;)

    the general theme changed from ancient ruins to a colorful ancient south american city. i might change the layout or create a second one and get some feedback on them.

  • [WIP] Torga

    • mr.jogurt
    • June 11, 2019 at 11:20 PM

    im looking forward to the first playable version. looks fantastic so far and i really like the idea

  • de_jalc

    • mr.jogurt
    • June 11, 2019 at 9:45 PM

    i made a quick draw of a new layout that could work. ct-spawn will be lower towards the shore and t's spawn on the town wall as before. Mid could feature a market but i will figure that out along the way.

  • de_jalc

    • mr.jogurt
    • June 11, 2019 at 8:50 AM
    Quote from Interfearance

    5 hours ago, Interfearance said: 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]

    oh my i didn't expect to get feedback that quickly :D first of all thank you very much for the feedback you were right on point with planing ("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") i will consider your feedback and make rework of the rest of the map. (i have some reference photos and will upload a moodboard the next couple of days but your photos will probably replace some of the junk i have :D)

  • de_jalc

    • mr.jogurt
    • June 11, 2019 at 12:41 AM

    to after checking with fmpone i'll make a second entry to this contest: https://steamcommunity.com/sharedfiles/fi…/?id=1569226847

    this is a project im currently working on. the layout needs some testing but i don't have enough friends to test it 5v5. The theming will be a victorian/industrial english kinda theme. the map is located in a harbor city with on bombsite on the docks and one on a ship that is going to be repaired or built. Im happy for any feedback. the more drastic the better because im at a point where im not quite sure what to do with it. I'll probably give more information in the following days.

  • cs_ivory

    • mr.jogurt
    • June 10, 2019 at 11:31 PM

    @ZooL how did you made those?

  • [WIP] Torga

    • mr.jogurt
    • June 7, 2019 at 5:03 PM

    i like that layout a lot. it could be hella t-sided but it could also be really fun.

  • de_arr

    • mr.jogurt
    • June 6, 2019 at 11:32 AM
    Quote from text_fish

    27 minutes ago, text_fish said: On that note, I've been meaning to ask how people go about making those pretty height gradient radars that Valve have switched to recently. Is this something that the engine spits out, or just a case of painting over a traditional radar in Photoshop? ?

    Quote from Squad

    6 minutes ago, Squad said: Terri's Radar Generator Making radars was never faster and easier.

    Or follow TopHatWaffles Tutorial:

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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Vanquish

    • mr.jogurt
    • June 6, 2019 at 11:21 AM

    oh i saw this one on reddit! im very much looking forward to this map!

  • El Dorado (former de_Inca)

    • mr.jogurt
    • June 6, 2019 at 12:45 AM

    Overview (take that with care i just made this for reference and so you have something to look at)

    Edit: the yellowy-golden parts are the temple. I changed the color bevor saving it and forgot to update the legend

  • El Dorado (former de_Inca)

    • mr.jogurt
    • June 5, 2019 at 7:17 PM

    I wish everyone luck going into this competetion.


    This map will take place in an ancient south american city (inca, aztek, maya and what not crossover). Im not sure about the story yet and im still waiting for the grand idea. I hope to bring a good amount of hight variation into it.


    WORKSHOP LINK


    Map style:

    Spoiler new moodboard (these pictures are from dreamworks "the road to el dorado" and i don't own them (hope i don't get sued fml)):


    Scenery around the map (skybox):

    Spoiler

  • Exotic Places CS:GO Mapping Contest 2019

    • mr.jogurt
    • June 5, 2019 at 6:48 PM

    this is where the fun begins! good luck everyone

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