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Showing content with the highest reputation on 03/01/2020 in all areas

  1. 2 points
    Roald

    Anubis

    Exactly what he said Thanks for the feedback Joris, we already are working on it by adding more color to make each area more identical
  2. 2 points
    Squad

    Mustang (formerly Everest)

    This was done on purpose, so fully aware of it. I used to not do this years ago, but noticed most, if not all, CSGO maps did have the bottom clip missing. For a long time I wondered why that was and I guess it's because sometimes the bottom clip extends beyond a corner and also acts as some sort of notice to the player when he's getting up on a stair while strafing or moving backwards. I adopted it and it has become my default way to clip a stair. I'll have to check how newer (official and custom) maps do it nowadays and might revisit it Thanks for the feedback and the album!
  3. 2 points
    DMU222

    Anubis

    Dude, you can see how this map came together directly in this thread. All of the art and layout has very clearly been made post-announcement of the competition. This is probably the main reason why I love this entry so much, I saw it change significantly as the competition wore on.
  4. 2 points
    Radu

    Spec Ops: The Line

  5. 2 points
    That50'sGuy

    Mustang (formerly Everest)

    I noticed while running around (And admiring the flags) that the stair clips are missing the first step. I'm not sure if you're already aware of that, but I made this little gallery so you can find some of the stairs that are missing the first stair. I only wanted to mention it because it creates a noticeable jolt in your vision somewhat. https://imgur.com/a/M1M6YYY Still though, I love the map! I could watch those flags sway all day long.
  6. 1 point
    Radix

    Mustang (formerly Everest)

    It's pretty inconsistent even in officials maps. In the older official maps the first step is mostly skipped like you did. But in some maps like nuke or cobble both variations are used (for no reason), while newer maps like dust2 and inferno are completely smoothed (all steps clipped). I think they initially skipped the first step for the following reason and then adapted it for nearly all stairs without thinking about it (even if it didn't make sense.): If you clip all stairs, in some situations the player "stumbles" over the ramp when he just wants to pass in front of the stairs. That feels pretty irritating and it's the reason why they skipped the first step (in my opinion). But this can only happen if there are no walls at the sides of the stairs. Edit: You already said it here. I should read more carefully before wasting time I prefer to clip all stairs and add an extra bevel at the side if needed like here in dust2: (Yes, the wall clip is too large there... Valve please fix :P)
  7. 1 point
  8. 1 point
    playing with CRY engine 5.6
  9. 1 point
    untor

    Swamp

    The second deadline is drawing near. And it's time to tell you about what we did, and what we failed to do. What have we done: - A community work was done with the community, a lot of demo records and streams were watched. -Improved overall visual quality. -Improved performance. -Improved balance and perception. What we will do: - Performance. At the time of building the basic geometry, we noticed that open spaces are detrimental to performance. We wanted to preserve the unique layout and unique gameplay tools and do everything to make the map work better. What now does not allow to make optimization better. In fact, the game engine itself. We have a bug in which the Areaportal lowered into the water does not work correctly. Namely, at the moment of passing through it, the sound of immersion in water is made and it seems that the character is floating. Thus, we cannot cut off part of the geometry on the T side from the bombsite A. Because all cutline placed inside the water. What tools are now helping the map work. We use tradition optimization tools (hint/skip; areaportals; skyboxes) and newer system of auto-combination of static props. This reduced the number of draw calls. We used simple materials and more props used similar material. We are still working on productivity and really hope that we will succeed. But now we have quite good results in comparison with the first release. At the moment, the performance of the map at a low graphics setting is not much different from other maps, with the exception of special cases described earlier. The map performance at high graphics settings gives a good visual elaboration, but also takes a little more system resources than other maps. Thank you for understanding and support. With the community, we make the Swamp better.
  10. 1 point
    JorisCeoen

    Anubis

    What can you say, when you have an entry like this... this is just incredible, and a statement to the possibilities of the Source engine even to-date. It feels like Egypt, and the artwork is some of the best in the competition. The amount of work that must have taken this map to completion is insane. I suspect slightly that this map is in development for quite some time, but regardless I think Anubis will end-up being either first or second. The optimization of the map is incredible, and there are no real spots in the map that feel out-of-place. However, while initially I thought Anubis was uncontestably a first-place winner, running in the map currently clarifies one thing that some other maps are much stronger in (for instance, Mustang): You can't ever really focus. Running around, you feel that it's hard to know exactly where to look for, because there's never a prop or detail that gives an indication where connections or angles are. This is quite a strange bummer for now, because it hinders the flow to some extent. It truly is the one and only thing that I feel needs to be worked on at this very moment. I know that readability is an important factor, and this map probably has the best overall color for that, ever. Period. BUT, it feels like Anubis went so far in trying to cather to that feature that the repeated color removes the ability to read or feel the layout comfortably as it stands now. In any event, when you've achieved such advanced progress that you are able to work on that particular aspect, I think that says enough about the quality and sheer potential of a map like this. Congratulations, and best of luck in the finale
  11. 1 point
    Radu

    Overkill's The Walking Dead

    What's the issue? If people enjoy what they put out, so be it. I'm not a huge fan of Payday, but I played it myself a bit back in the day. Obviously the engine and most assets are dated by this point, but the map look alright. The atmosphere is spot on though. As much as I'm not a fan of micro paid DLC content, I hope they manage to release Payday 3 and get out of this terrible financial situation.
  12. 1 point
    Vaya

    Norte | 3 Bombsites Map

    I agree with radimax's thinking here. there's a large difference between innovation and convolution.
  13. 1 point
    RadimaX

    Norte | 3 Bombsites Map

    i don't say this because hey lets just randomly delete stuff from an already beautiful level...This map just has ALOT and im not talking about the 3 bombspots that is what actually peaked my interest. Its original in a good way but having it expand in the woods render like 70% of the map useless for Ct's to look around or discover because yes that is cool to do in maybe deathmatch or something but because this map only got, well you know 3 bombspots so in that regard it feels like excessive to double down on the Nuke-Style running distances for Terrorists. i warped the picture to make more reasonable distance to bomb spots lol but this is hard to write or illustrate. i applaud you and truly want this to work out by adding the best most beautiful bits to improve where cts already gonna be & where terrorists want to find themselves. The rocky parts blends together ingame a bit maybe reduce nooks & crannies & extra turns that takes you essentially to the same 3 sites in the end. Possibly widthen paths on the simpler version with those things you already made in the additional routes.
  14. 1 point
    RadimaX

    Norte | 3 Bombsites Map

    Just felt like this could simplify it overall & make things more straight forward, you could incorporate essential things from the removed part in the smaller map:
  15. 1 point
    Squad

    de_toledo

    A map for old CS. Credits: Some additional models are made by BIZL and BioTek.
  16. 1 point
    Brakuren

    Anubis

    Link of Warowl playing this map: https://www.twitch.tv/videos/550949373?t=00h04m54s
  17. 1 point
    Ringel

    Anubis

    Pretty looking map! But it could need more colours to distinguish different paths / areas faster and more easily. Like here: I don't like the soundscape on this map. Edit: I try to explain very short why those constant sounds not fit into a multiplayer fps competitive map. They may not annoy everyone by its sound directly but indirectly. They produce some kind of stress you may not recognize or it seems you get used to it. But over time this can be strenuous and lower your performance and make you more likely to get frustrated. Oh, and those indoor sounds are also not natural which might makes them more annoying / strenuous. The game itself is demanding on several levels (physically and mentally) and can make you frustrated alot. Thats why a map should try to keep the frustration potential and the stress it produces as low as possible. And you can achieve that by not using constant sounds. Off course there are a lot more thing you should consider like avoiding placing stuff on the ground you can get stuck by or pop up while walking on them. = By providing a smooth movement flow. Or providing a positive athmosphere with a good mood by using sufficiently lights and bright and "friendly" pleasant colours.
  18. 1 point
    neptune

    Cappadocia

    Thank you for feedbacks. The main cause of visual confusing is due to the theme. Because real Cappadocia include "TOO MUCH" things and I thought a lot about how I could simplify. (Just Turkish Bathroom not suitable for this theme.) And as I understand from the feedback I got, it's still very complicated. I sharing my reference about hotel design and rescue zone Referance hotel Google maps link Referance hotel link 2 Referance Rescue Zone Google Maps In conclusion I fixing all problem based on feedbacks and I already working next update. Note: My all maps is my babies. Everytime i will working my maps
  19. 1 point
    BubkeZ

    Swamp

    OMG the theme song!
  20. 1 point
    Roald

    Swamp

  21. 1 point
    untor

    Swamp

    10 days have passed, we had feedback, thank you all. What will be in the next update? - Many fixes for overlaps, gapes, and more. - Update timing for CT Side, and changes spawn position. - Add some new details for navigation voice tag. - Replace old displacement waterplant blending to prop overlay - New boat for T side and A bombsite (yes, re-model from canals boat)
  22. 1 point
    zombi

    dz_giant WIP

    Hey, I'm working on a map for danger zone mode. It's still very early WIP. For now I'm almost done with general ideas for all locations. I wanted to share what I have created so far, although it doesn't look beautiful. I'm trying to work as fast as possible to finally play and test it with the players, but there is a lot of work and very little time. Maybe after the pictures someone has feedback that could help me. Have a nice evening More pictures https://imgur.com/a/PixTsSL
  23. 1 point
    Working on a new environment
  24. 1 point
    Recent progress on a wingman map, DE_MOROCCO
  25. 1 point
    Squad

    de_toledo

    And yet, I think it looks great
  26. 1 point
    Mazy

    de_toledo

    I was refering to this btw http://www.planetfortress.com/images/im ... italy1.jpg nudge nudge
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