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Posts by Pr0nogo

  • Smaller-scale Danger Zone maps?

    • Pr0nogo
    • October 15, 2020 at 10:05 PM

    Bots usually run towards you and try to beat you to death with their bare hands. I don't think there's any programming for them to purchase using the tablet or even seek out items.

    Taking existing maps and modifying the game rules could also work, but I'm not sure how many game rules can be changed via config/console and how many need to be done in hammer. Ideally this would be something I could exec on map load on any functioning DZ map.

  • Smaller-scale Danger Zone maps?

    • Pr0nogo
    • October 15, 2020 at 6:49 PM

    One problem I've noticed with trying to organize games for custom Danger Zone is that the map size is much too large if you don't have sufficient players. This got me thinking: are there any smaller-scale danger zone maps that would suit 6-12 players?

    Failing that, does anyone know if there's a way to make bots actually play the mode, to offset the lack of human players?

  • Hammer, Meet Anvil - CS:GO customs interview show

    • Pr0nogo
    • October 11, 2020 at 6:52 PM

    As promised, another interview is out, this time with Oliver - co-author of Basalt and Iris, author of Outpost and Garrison.

    https://youtu.be/CcZCNXdJKYk

    I've also added a playlist link to the OP, where all future episodes will go. Edit: Another one with catfood! https://youtu.be/dBd4qNLu0ik

    Edit 2: Another one x2 with Squiski! https://youtu.be/1Q_2_t4zCzc

  • Hammer, Meet Anvil - CS:GO customs interview show

    • Pr0nogo
    • October 10, 2020 at 4:07 AM

    Hey @blackdog, thanks for the feedback!

    I actually plan on having a different, more focused and cut-down video series where I take a deep dive into the maps with some flyovers, WIP screenshots of the development process, and stuff like that, fused with info from the map authors. I haven't decided whether it'll be in a similar format to 3kliksphillip's videos or if it will involve some speaking role from the mapmakers. That part will probably be down to the individual mapmaker on a case-by-case basis.

    My stock and trade will be in long-form interviews so I think I'll keep the format consistent for the time being. I appreciate that custom maps can be showcased in a more visual manner, but I personally have always been interested in more in-depth conversational content, and I haven't seen any, so I decided to remedy that myself. To that end, if you guys have any feedback on how I can better tailor some questions to go deeper into more interesting subjects, I'd be happy to incorporate that into future interviews.

    I'll have some more episodes of this show out soon. I actually intended to have one out earlier this week but we ran into some scheduling issues. I'll be sure to post here when I release them.

  • [CSGO] Engage

    • Pr0nogo
    • October 4, 2020 at 2:15 AM

    I'm a big fan of this map and hope to see it officially added soon. I've got a few concerns about utility options for attacking teams and I'm not crazy about the general lack of wallbang-able surfaces, but the layout and clean look are top-tier.

    I've done a 35 minute analysis vid if you'd like to hear more in-depth feedback. https://www.youtube.com/watch?v=_VzGt3e9opk

  • Hammer, Meet Anvil - CS:GO customs interview show

    • Pr0nogo
    • October 1, 2020 at 7:35 PM

    Hello! I've started an interview show themed around CS:GO customs. You can check out the first episode with poLemin (author of Guard, Feast, Manor) at the link below.

    https://youtu.be/kcUJ7G44NBE

    And the playlist: https://www.youtube.com/playlist?list=…2JA27l3FQc2jKfH

    As a bit of background, I initially planned on limiting my coverage of CS:GO customs to map analysis videos. However, I think the larger community of CS:GO would benefit from having more public-facing content regarding customs, and I also hope to tease out insights from developers of custom maps that will in turn help up-and-coming mappers to better conceptualize map design.

    While I personally have not made maps in CS:GO, I have been making content for Starcraft: Brood War for over 15 years now, and thinking about level design in that context has helped to shape my understanding of level design in CS:GO. While I can't claim to be an expert in 3D level design by any stretch, I know and understand more than your average layman, and I believe that will help to shape my interview questions for the future.

    I'm interested in any criticism you may have about the content, as I'm still quite new to interviewing, and hadn't fully mapped an outline of how conversations like this would go. If you have any ideas as to how I could make this content more insightful for mappers and enthusiasts, let me know.

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