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  3. Wintrius

Posts by Wintrius

  • de_hotel

    • Wintrius
    • December 17, 2019 at 10:02 PM
    Quote from Vaya

    1 hour ago, Vaya said: I can't test a map then you crazy man. Can you choose another date?

    Christmas was canceled, do you not watch the news?

    Spoiler

    Anyway, some actual criticism for the map:

    • The layout is still tight corridors, might want to loosen that up and add some more unique shapes.
    • I wouldn't hop into visuals just yet if I were you... unless those are placeholders.
    • If those are the actual visuals you're planning on having on the map, I'd recommend making your own. Not only that, I'd try to make the geometry a bit more realistic in its architecture.
    • I don't know about that lighting.
    • I'd try to make the routes on the left side of the map a bit more interesting, as in something that is possibly more vertically based.
  • Bisounours Party: Adventure

    • Wintrius
    • December 16, 2019 at 6:12 AM

    I'd buy that if it were on Steam, to be honest. With some patch-ups that could definitely be worth a few bucks.

    Sidenote: If this does actually come to Steam with workshop support, I'm becoming a full-time BPA mapper.

  • de_grotto [WIP]

    • Wintrius
    • December 3, 2019 at 6:04 AM

    Well, layout always comes before visuals in my eyes. You can adjust the visuals to the layout I'm sure. Still, I wish you well on your future developments.

  • de_grotto [WIP]

    • Wintrius
    • December 3, 2019 at 4:02 AM

    Edit: removed the quote because it added an enormous blank space for some odd reason.

    At first glance, I thought that meat was strawberry ice cream and was really disappointed when I scrolled down.

    Anyway, Waldo does have a point here. A map with so many corridors doesn't stand out very well and doesn't typically play very well. If I were you, I'd limit myself to one, if not zero corridors. Try opening some of them up, and I don't just mean make them wider. Change the shape of these areas... unless you really want to take a jab at claustrophobic individuals.

    Now, remember, I'm not telling you to make these changes, I'm just showing you from a first glance how to open areas up. I'll give you an example of some things you can do here:

  • Mutiny

    • Wintrius
    • November 30, 2019 at 1:30 AM

    This is surely coming along well, the style is interesting. This reminds me of Houtouwan, China. Now, I'm assuming the skybox is not final. If it is, then I'd recommend a custom one. The overall layout seems interesting, and this map certainly has a chance. I wish you well in your future development on Cache's sister map.

  • Exotic Castle map Work in progress pictures...

    • Wintrius
    • November 28, 2019 at 6:11 PM
    Quote from Soldat Du Christ

    5 On 11/26/2019 at 7:37 PM, Soldat Du Christ said: Update: I abandoned the project, or at least put it on the back burner. This was because of a mix of the hammer editor being outdated and frustrating, my impatience, my unwillingness to learn new tools, my incompitance, etc.

    Its a fun change of pace designing for a different kind of fps, i feel like this would have been the best entree in the contest if i went through with it. Thank you for the support and or criticism everyone, good luck with the contest. If you want to see my other maps heres my yt channel: https://m.youtube.com/channel/UCYatg8Re7_v9jLaYB33hEgw

    If you're struggling with Hammer, I'll guarantee you this: it's way easier to use than you think. It becomes instinct very quickly and has more options than appears on the surface. I respect your choice to leave, but if you ever are to continue in the future, 3kliksphilip and TopHattWaffle have great tutorials for Hammer beginners. 3kliksphilip is especially helpful for impatient individuals (nudge nudge).

    Still, I'm assuming you're just going to go back to Halo mapping--so good luck with that.

  • de_estate

    • Wintrius
    • November 28, 2019 at 5:59 PM

    I like the lighting, matches the skybox well it seems. I suggest you put up an image of the layout.

  • [CS:GO] dz_junglety (Danger Zone)

    • Wintrius
    • November 27, 2019 at 6:30 AM

    Although I really enjoy your map and am glad Valve appreciates it, there are some valid complaints fewseb has listed. Most notably being:

    • Off lighting.
    • Low resolution/quality custom props, as well as some really old Valve assets that don't hold up very well.
    • The sand and grass contrasted with the black rocks look rather unpleasant (sorry to say).
    • Some textures look a tad bit repetitive, one example being the pavement.
    • Other specific things I found that looked odd were the crane (among other red metal objects) having incredibly low texture resolution, that ancient white van, the houses looking full-bright, as well as some awfully low-res barrels.

    Now that I've listed some problems, I would like to provide you with some possible solutions:

    • Change the lighting for certain areas with different types of lights, maybe even some dust particles in the air.
    • Increase the texture quality of some custom props, and also give them some overlays to give the illusion of more detail.
    • Make sure all primary textures are at least 1024 by 1024, as that's what Valve did in their Danger Zone maps.
    • Try using some custom 4-way blends similar to the ones Valve uses for particular areas.
    • Lighten up and detail those rock props, give them the same style of crisp texture that Valve has on their DZ maps.
    • Although not necessary, it'd be cool if you got some other mapper who's an industry veteran to assist in the making of custom assets. I just say this because I find that it'd be more expedient and likely more motivating than you being the sole worker on the project.

    Also, just some questions out of pure curiosity:

    • What percent of the map would you say is composed of assets made entirely by you?
    • How long did this map take to create?
    • Were you expecting Valve to respond as they did?

    In conclusion, I really like what you've done with this map. You took a risk, and Valve recognized that. Although I am being very critical in this post, it's only because I would like to see the map improve. I supported this project when it was first uploaded, but now that it's under the light of the entire community, criticism means a lot more. Good luck with your future mapping endeavors, and I hope you integrate these valid critiques.

  • [cs:go] de_cleanup - wingman

    • Wintrius
    • November 21, 2019 at 4:51 AM

    This map is progressing very fast, and I'm definitely a fan. If I had to give you advice on something, it'd be not to cloud up the map's color theory. Try to keep the colors a bit consistent with probably three colors at most. Also, that one long entrance is rather... extended. Still, this map is looking really cool. I can't wait to see more progress.

  • River [Greybox] [WIP]

    • Wintrius
    • November 17, 2019 at 6:30 PM

    This gives off some real GTA III/Skate 3 vibes. I really like the lighting.

  • Belgian Coastline - Hostage

    • Wintrius
    • November 15, 2019 at 12:38 AM

    Those are some Valve quality assets. Great job, love that theme. Reminds me of Insertion 2 a bit. Good luck!

  • Cobblestone Changes

    • Wintrius
    • October 28, 2019 at 3:36 AM

    Time to beg Valve for a Cobblestone remake.

  • [WIP] de_apelsin

    • Wintrius
    • October 26, 2019 at 6:30 PM

    This gives off some real Quake vibes with the color palette. Good luck!

  • [WIP] de_frequency

    • Wintrius
    • October 16, 2019 at 3:57 AM

    Although openness is typically an aspect that is not displayed enough in maps, it seems here you've done the opposite. I'd recommend narrowing out the areas present and have a couple of tight angles as a contrast.

  • de_santamarta [WIP]

    • Wintrius
    • September 12, 2019 at 12:56 AM

    This is some very nice concepts going on. I do however suggest that you attempt to maintain the color scheme to be somewhat consistent and have around three main colors. That's just a recommendation so the color doesn't look all over the place. I like the incorporation of elevation also. If Favela were to ever be remade, I'd imagine it'd be somewhat like this.

    Overall, this is a pretty awesome theme. I can't wait to play this. Good luck!

  • [WIP] de_funcenter

    • Wintrius
    • September 11, 2019 at 12:29 AM

    That's a promising and original theme you have... just remember to make the lighting correct, as that may be difficult in a laser tag arena.

    Also, not that you said you wouldn't, but this will be 5v5, correct?

  • de_cassels (WIP first post in 9 years lol)

    • Wintrius
    • September 9, 2019 at 4:42 AM

    This style is very remanent of CS: Source (hence your description), and I really like the feel it gives off. The geometry you have going looks pretty nice.

    If you're planning on getting this map in CSGO or beyond where it stands, I'd recommend spicing it up with some high-res (and possibly custom) textures. As far as visuals go, that's my only criticism. This looks pretty solid, and you seem to know what you are doing.

  • de_zenith

    • Wintrius
    • September 8, 2019 at 12:24 AM

    I'm blown away. This map makes me jealous, impressed, and angry about how good it is all at the same time. Give the rest of us a chance!

    But for real, this is an incredibly nice map and I wish you the best of luck.

  • [WIP] Bombspot Bitcoin

    • Wintrius
    • September 5, 2019 at 9:58 PM

    I'd love to see this map's layout!

    Sidenote: did you model that car?

  • [WIP] Dune

    • Wintrius
    • September 5, 2019 at 9:49 PM

    The theme itself looks pretty promising. I suggest you show us where the both teams and the bombsites are on the radar. Good luck!

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