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Showing content with the highest reputation on 10/23/2019 in all areas

  1. 4 points
    csWaldo

    Blossom

    I can definitely see why youre getting that feedback. Your connectors kinda look like corridors that only exist because the layout needs them to. They look like they are only meant to be walked through, not played in. In the game however these serve as vital areas to attack or defend mid and the bombsites. Try to flesh them out to be their own proper areas. Doing that will probably require them to grow a bit in size, giving you a bit more negative space and map size as a bonus.
  2. 3 points
    Vaya

    Turbulence

    https://steamcommunity.com/sharedfiles/filedetails/?id=1894703354 updated link and radar
  3. 2 points
    Interfearance

    Blossom

    Layout is #1. This is why i made the graybox. Continue da legacy
  4. 2 points
    mryeah

    Blossom

    That brownish sky looks a bit depressing imo. Did you try using a color scheme tool like paletton to get the color rights? When I look at pictures of japanese blossom trees online I mostly find examples using colors from a tetrad pink trees/green grass/blue sky, but if you're aiming for an evening feel you are better off using a gradient like Ben suggested, and perhaps toning down the saturation on the pink flowers a bit:
  5. 2 points
    That50'sGuy

    Blossom

    I suppose it's back to tinkering with light_environment for me! I'll try out a few different times of days and try to get feedback on each one. Who knows, perhaps this map will end up looking like that dream I had about walking along a forest path at night
  6. 2 points
    blackdog

    DE_CACHE (new version)

    Anyhow, I had put a pin into this because I couldn't reply on the phone, but haven't been using the PC at home lately either I can't make the jump, have never practised it, so it doesn't phase me. Without playing the map, my take is that the cubby is too protected and the platform is a good excuse to put a fence there to make it shallower. For the question, I guess we would all like to be Valve employees to know the answer! I guess the ever-shifting manpower allowed by Valve's structure doesn't help. But hey! This iterative approach is the one they've taken with Vertigo, so one would think this is what they'll do with Mirage, or whatever map gets reworked next. Popularity argument: I had to look this up because I haven't followed the tournaments closely, it felt every time I tuned in I would see (in order of frequency): Train, Nuke, Overpass, Mirage, Inferno... but the numbers say it's actually the other way around, with D2 to be the most played. Would be interesting to see a breakdown by tournament phase, I mean do the most played maps get those numbers thanks to the BO1 and fall-off in the play-offs? Balance: do we actually need to balance the maps to be as close to 50-50%? I remember at the time I was playing CS:S for fun (with a clan, but we didn't know what we were doing) that I used to be very mad when an imbalanced map like Aztec was voted next... but nowadays it seems to me that these maps fit nicely in the overall experience offering good stories (comeback!11) and in the contest of a pro-tournament are part of the strategy of a match in the map-pick mind-game: you float, you pick? And you can use it at your advantage doing what Astralis did with Nuke: perfect the T side that nobody wants to play and win the map right there and then. Check this out: Mirage and Dust 2 were "imbalanced" as much as Nuke in 2018 Mirage and Dust 2 in 2018 were "imbalanced" as much as Overpass is in 2019 Train in 2019 has a 4% higher delta compared to 2018, but then was as imbalanced as Nuke in 2019 Mirage, Nuke, Overpass are within a 5 matches delta, Dust 2 was favoured only 20 matches more than these in 2019, while in 2018 the two most played maps lead the others by ~100 matches! Cache is the only map really favouring Ts Vertigo is almost perfect 50-50 but nobody picks it anyway Source: Map pool in 2018 https://www.hltv.org/stats/maps?startDate=2018-01-01&endDate=2018-12-31&matchType=BigEvents Map pool in the last 6 months of 2019 https://www.hltv.org/stats/maps?startDate=2019-04-23&endDate=2019-10-23&matchType=BigEvents What those maps have in common? Except Vertigo, they haven't been substantially updated in the last two years (Nuke update was in Feb 2018). So what to make of all this and answer your question @Interfearance? I think that the perception of how well balanced maps are is probably wrong (eye test) given that the balance of maps shifts overtime as pros come up with new solutions despite the maps being unchanged; Manpower; I think Valve can't make substantial gameplay changes to more than two maps per year, but unless some unintended abuse surfaces, they want to keep it to one map, especially with an iterative approach, so that pros have always something to fall back to, otherwise teams would end up permabanning both the updated maps making it for boring tournaments and Valve not getting any data to improve the maps; A style choice: the current rate of updates encourages a tactical gameplay, which is the trait of CS; if you were to substantially refresh the maps more frequently than once every two years, you would favour teams rich in raw aiming skill, you would encourage orgs to create "super-teams" and the result would be a scene much similar to COD; Balance is also altered with weapon ballistics and economy, because all of a sudden you can encourage a certain type of engagement; Valve is also dealing with an ever-increasing e-sports scene, forget the competition from other games, there's still so much money on the line and companies are trying to cut bigger shares with exclusive, longer tournaments; there's the prospect of Majors not being the most prestigious award to get... so when you put all of this into perspective, updating a map can easily fall way behind in the priorities. @FMPONE and Sal made the argument of "seasons" way back in 2015, and I had the same feeling as a casual player: I really didn't like that what I can play is determined by what pros deem "worthy". Nowadays, having followed the pro scene in the last couple of years, I'm quite happy because teams don't perfect strategies in less than 6 months. I can also try to emulate tricks the pros do, much alike when playing basketball I would emulate tricks I saw the NBA players do. Right now what I'd like to see would be for Valve to rotate one map every year, giving to the new entry a minimum two year window of service. Also I'd love them to give a chance to community maps and promote them to the big leagues, but I can see very well how that is problematic (just think that if they didn't acquire or at least temporarily license the map, they couldn't guarantee the necessary updates the pro scene would drive).
  7. 1 point
    That50'sGuy

    Blossom

    Hi y'all! Since Dixon is probably gonna end up not being finished (For the contest, I do plan to get it done someday), today I present to you guys Blossom. A map set in a Japanese rock garden. @Interfearance has been a major help with this map (Thanks by the way!). It will be ready for playtesting in a few days. I hope to make some final changes to the layout first Not to mention that the buyzones and B-Site aren't ready yet. And for the first time, this map isn't overdetailed for a greybox this time unlike Dixon
  8. 1 point
    Ben Miller

    Dig (WIP)

    Here is my WIP submission for the 2019 Mapcore contest. The map aims to be simple and easy to learn. The lore of the map surrounds the CTs discovering alien technology in ancient ruins, but the Ts are looking to stop their research. The map is set in a dig site at some ancient ruins in North Africa. The environment will contain research and excavation equipment as well as ruins and ancient alien structures buried in the sand. Workshop Submission: https://steamcommunity.com/sharedfiles/filedetails/?id=1891552351 Screenshots:
  9. 1 point
    fewseb

    [CS:GO] de_sonora

    Released a small update today based on some feedback I got -Adjusted forklift angles -Added back drops to bars in tunnels -Adjusted textures on some props -Made barrier in back alley clearer -Adjusted some clipping Im looking to optimize the map further but I would like to know how it runs on other peoples systems. On mine it runs about the same as Nuke and better then New cache but Ive heard some people say it runs very poorly for them. If anybody experiences poor performance please let me know.
  10. 1 point
    FMPONE

    Fallout 76

  11. 1 point
    dux

    Fallout 76

    lol https://kotaku.com/bethesda-is-now-selling-100-annual-subscriptions-for-e-1839294277
  12. 1 point
    That50'sGuy

    Blossom

    So I'll be sure to try some experiments with the lighting. But in the meantime, here's a little show of the map at night. It's unlikely I'm gonna keep it this way, but I just wanted to test it. I'll get to work on the refined lighting now. EDIT: After a few experiments, I've finally decided to re-use the lighting from an old canceled map I was working on. How's this?
  13. 1 point
    Karthoum

    Blossom

    Yes the combination of trees and skies like that is what I meant and I'll be honest, it doesn't look pretty in that picture. Why not try it first with players and see what they think, maybe it's not that harsh on the eyes in motion?
  14. 1 point
    Ben Miller

    Blossom

    The problem IMO is mostly with the sky, it looks very desaturated and the sky should have a gradient of color, not a uniform color throughout. I believe it would look somewhat like this.
  15. 1 point
    That50'sGuy

    Blossom

    The trees are pink because they are cherry blossom trees Though if you're trying to say that the combination of pink and orange wouldn't be the best looking, then I could always change the time back to what it was. I'm really just trying to find a color scheme that feels "Japanese", if you catch my meaning
  16. 1 point
    That50'sGuy

    Blossom

    So I've tried making the skydome tinted orange to make the map look like it's set in the evening. I've still got to adjust the sun position to back this up, but how does it look so far?
  17. 1 point
    [HP]

    Star Wars

  18. 1 point
  19. 1 point
    Edude

    Classified

    CLASSIFIED UPDATED After a few days of testing and experimentation, important adjustments were made in certain areas, especially at A bombsite and in the middle region of the map. They seemed too closed for rifle combat in the initial version and with these adjustments, a new radar was made. NEW RADAR/LAYOUT: Bombsite A has been widened and rethought. The middle region of the map has also received special attention in this release (this will probably be the definitive version of the layout). I also improved bot navigation and even added some "place names" to assist in the upcoming tests with friends. Those new tests may take a while to start, so I took the wait to work on some textures that I may use. TEXTURE TEST SCREENSHOTS: As my idea is to present an extremely cold and snowy environment I need to focus on interesting and creative snow textures. To make this process easier I created a makeshift "texture test map". With this map I can check which textures need to have their values changed or their maps redone. More posts to come!
  20. 1 point
    JonyDrake

    [WIP] Comuna 13, Medillin (de_Medillin)

    Wow, that was a long hiatus. Just letting you know that we're not dead and we're starting to detail the map.
  21. 1 point
    poLemin

    Feast

    After the MapCore playtest it was clear that a bunch of changes needed to happen. Mid seemed to be a big problem because of misjudged timing. In addition a lot of the one-way drops that can be overcome with skill jumps seemed to disruptive to the flow. Furthermore people complained about A-Site a lot, so I gave it a complete overhaul. Time is running low, and I am worried about finishing this project in time. However I will try my best and keep going. Workshop update is still pending on approval, but here is some progress: Cheers
  22. 1 point
    Kokopelli

    de_neighbors

    Neighbors Bomb Defusal Domestic terrorists storm a northern Virginia community to locate the home of a notorious hacker and destroy his trove of stolen data. Objective A - Destroy the hacker’s PC Objective B - Destroy the backup drives in the hacker’s car This project began as an exercise in capturing a real life location and re-imagining it in a way that's conducive to CSGO gameplay. You might call this the "Canals approach." Creating was a great learning experience and I'm pretty happy with where I landed given the inherent constraints of the location I was trying to capture--particularly the fact that it was a fairly open environment. The biggest challenge was figuring out ways to reduce sight lines in ways that made sense thematically. The result is a map that strongly resembles the source inspiration but with plenty of necessary departures for improved gameplay. It's also my first completed map and entry to the CSGO workshop. Looking for feedback on layout, gameplay and visuals. And please let me know if you find any bugs. Hope you enjoy! Special thanks to Yanzl for various assets. Workshop Link
  23. 1 point
    Recent progress on a wingman map, DE_MOROCCO
  24. 1 point
    [HP]

    Red Dead Redemption 2

  25. 1 point
  26. 1 point
    MikeGon

    Star Wars

    Oh lord I need a drink
  27. 1 point
    Minos

    Star Wars

    Lol, for a second I thought he was directing this. I've been out of the loop for Star Wars stuff but this actually seems cool. I might pirate it
  28. 1 point
    blackdog

    Star Wars

    How about the new TV show trailer The first Star Wars thing I find interesting since the old saga.
  29. 1 point
    dux

    Fallout 76

    Did I miss the last 72 releases?
  30. 0 points
    Le1T

    DE_CACHE (new version)

    I'm really happy what we have now. Map is perfect. But... maybe add more greens ? that's why Gooseman and Cliffe left VALVE.
  31. 0 points
    Le1T

    DE_CACHE (new version)

    20. Real sewer manhole looks better. 21. The same thing about the electric cabinet. P.S. Please, remove fucking conditioners. P.S.S. CS 1.6 >>> CS:GO. Because CS 1.6 was created in order to play the best game on the planet; CS:GO was created in order to play the case opening simulator.
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