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Showing content with the highest reputation on 07/16/2020 in all areas

  1. 6 points
    DMU222

    WIP in WIP, post your level screenshots!

    A lot of good maps do do this. Look at B cat on Mirage. This is a powerful central position, that dynamically shifts in purpose depending on area of control of each team. Good map makers do rethink the fundamentals, but an original twist needs to be implemented in a way that the player doesn't feel like abusing it is the only way to play the map. A lot of good ideas in a single map does not make a map good. Careful, well thought out maps can be beautiful. Most maps in the competitive map pool right now are completely different from each other. Inferno has three lanes leading to A and only one leading to B. It's a wacky design but for many people it's their favorite map. Why is that? Because if you really break it down it is still a simple four lane map that feels different not because it throws out the fundamentals, but because it puts them in a new perspective and orientation. Even nuke, the wildest map of all, has the same principle design philosophy behind its layout. Yet nobody would even think to call it a Dust 2 clone. Ultimately there is no specific rule that creates 'great' csgo maps, but keeping the fundamentals in mind is what ensures that you create a balanced (and thus fun) experience. Imagine if Halo level design was approached like it was CS. I don't think that map would be very fun to play for a full match. P.S. I feel like we have derailed the point of this thread. Can we please move this conversation to @Soldat Du Christ's "CSGO community commentary from an outside perspective" ?
  2. 4 points
    Responding to some of your points from the last thread to hopefully move the conversation here. I don't think this is true. Most choke points are designed in a way that allows players to methodically check corners one by one. On Dust 2, the only spot where you're forced to take a 50/50 gamble is double doors on long as T (and I'd say it's the most egregious chokepoint of all the maps in the competitive pool). Every other chokepoint allows you to peak corners in a sequential manner. I don't think any map denies a player the ability to play without utility, but rather allows for enhanced play when it is used. A site on Mirage is probably the hardest to play without any utility but you can still clear each angle one by one if you know how. Overpass is a good example of a map that allows you to play without utility. The angles are really well designed for that, and yet it is considered one of the most tactical maps and is greatly enhanced by the usage of utility. I would argue this is what makes an e-sport an e-sport. What makes people appreciate a player's skill is how they are able to anticipate situations and recall their knowledge of the environment and the game's mechanics to overcome an opponent. There needs to be a certain amount of predictability to make that possible. It's the idea of mastery that hooks people onto e-sports and sports for that matter. I definitely believe we can find new ways to increase map depth without adding too much complexity and therefore unpredictability. But it's also important to realize that the derogatory way you've framed the game is precisely why people respect it. Dust 2 is the map layout that defined how Counter-strike is played but it's also a true relic. The engine 1.6 was built on basically required maps to be heavily segmented because of its limitations. And to some degree, maps still have to be built this way, but there is a lot more freedom now. The bigger argument for segmentation is you need teams to have to take gambles. There needs to be risk/reward for the pathing choices you make at any point during a round, so you have to be careful with how much visual intel you afford players. CTs should have to take some risks with their positioning. They can position themselves more favorably by pushing for map control and using process of elimination, as well as using sound cues to predict movement. I don't think it's fair to say designers here aren't thinking outside of the box so much as they are respecting the fundamental principles of how the game is played. I'm not saying we have it all figured out either. I think this is something to explore, but keep in mind every sight line is effectively another corner to check. If you've designed a tower for CTs to gain sight of a T across the map, that T has to know to check that tower window every time they cross X location as well as any other corner they already have to check along the path they are walking. You know what's not Dust 2? Train, Nuke, Overpass, Cache, Inferno, Vertigo, Canals and every entry from the last Mapcore competition. If you consider all of those dust 2, I think you're wishing for CS to be something it's not. On that note, I'm curious to see what ideas you come up with. I do believe there is a lot more room for exploration.
  3. 2 points
    Beck

    Ghost of Tsushima

    Pretty hyped for this now. That review above made me really excited for the combat and exploration. I say this about every PS4 game but damn I wish I had a Pro to get some extra bells n whilstles.
  4. 2 points
    AlexM

    What have you watched recently?

    I started watching third rock from the sun on amazon again lately. Last time I saw it was 20 years ago. I'm finding it way more hilarious but I think that's because I'm older now and I find dad jokes way funnier. The true sign of aging....
  5. 2 points
    Oh god, this is Tynnyri when he doesn’t drink energy drinks
  6. 2 points
    Terri

    WIP in WIP, post your level screenshots!

    get out of here man
  7. 2 points
    Within the context of Dust 2, I can see your point. The map is room based and heavely segmented, even between both bomb sites. So CTs don't really know which bomb site they will have to defend. This is why you guys need to start thinking outside the box. Most of the time in CS maps: where you can MOVE is synonymous with where you can SEE and where you can SHOOT. An exception to this i've seen very rarely is your standard window that you can SEE and SHOOT through but you can't MOVE through it. You can do a lot of cool stuff by segmenting these fundamentals. Like opening up the lines of sight while still having linear pathing to empower players who want to gather intel by taking up certain advantageous positions. Alright this is for real my last off topic post in waywo, but i just want you guys to open your minds and think backwards for a change, and not forwards off of what little you've been provided with. You don't know what you don't know right? In order to have new ideas you need to look outside of the map design you are familiar with and re think the fundamentals Or just keep remaking Dust 2, its up to you!
  8. 1 point
    [HP]

    What have you watched recently?

    I hear ya... I just find myself saying "that's what she said" all the time. True story.
  9. 1 point
    Vilham

    Control (Remedy)

    I played on PS4, got it 20 quid in the covid sale.
  10. 1 point
    blackdog

    What have you watched recently?

    You are safe until you start wearing dad jumpers
  11. 1 point
    Given that you have a lot of experience creating Halo maps, I think you should also consider porting Tribunal, Bastion and Exotic Castle as deathmatch/arms race/fight yard maps into CS:GO. Obviously, you'll need to make adjustments to reduce fall damage and the like, but I would be nice if we can get some more good looking DM maps for the game. Plus, if you set your maps in space, I can add them to my CS:GO In Space collection
  12. 1 point
    Lizard

    WIP in WIP, post your level screenshots!

    Of course. How do you want to balance a chokepoint anyway? Default strar for most cs maps is 2 - A, 2- B and 1 mid player. CT team is always harder because T's can just outnumber them on bombsites (full rush). This is why chokepoints are designed... to compensate advantage of player count on T team. And obviously that is why buying utility is a crucial part of tactics on T side.
  13. 1 point
    blackdog

    What have you watched recently?

    dunno if you already know they have been using Unreal Engine instead of green screen as much as possible
  14. 1 point
    FMPONE

    [CS:GO] Cusco

    I hate when I wake up and see a blue sky. It’s like, hello dumbass sky, can’t you think of another color to be today?
  15. 1 point
    Vilham

    Control (Remedy)

    Just got round to playing this. And o boi. You. Need. To. Play. This. It is fantastic, easily one of the top games this year. Has so few features that detract from its solid core gameplay. 9/10
  16. 1 point
    Minos

    What have you watched recently?

    A few months back I had a huge craving for F1, and this series on Netflix kind of satisfied that. I always wondered what the hell was going on before or after the races (since on TV they only showed the actual races), and this gives a very intimate look into the pilots and the day to day paddock life.
  17. 1 point
    darkbsp

    The Last of Us Part 2

    What is the point of a game that portrays what it forces you to do as evil? Is Naughty Dog going to give up violent games after this? Anything less just makes TLOU2's themes moot. Game makes you do extreme violence -> Game shows how that extreme violence is senseless and how hero characters are monsters to others -> Game continues to make you do extreme violence and tell you how bad it is (despite them deliberately making several elements of killing quite flashy) -> Naughty Dog continues making violent games with tons of killing (probably, unless they do change). What is the point? How does that make any sense at all? It's the age old meme in games of "can't you see what we force you to do is wrong??" It's like: Yes! Yes! This is all wrong! Why do you make me do it then? Just stop making these games if the message is that these actions are wrong! It's entirely contradictory.
  18. 1 point
    AlexM

    RaVaGe's real life WIP

    Dude this is gorgeous work. EDIT : I shouldn't have shown this to my partner. Now we're having furniture/renovation conversations
  19. 1 point
    haha Stick to halo dude, this comes off as very myopic
  20. 1 point
    Current version of de_calamari https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 Image directly below is a WIP version that's not full detailed yet.
  21. 1 point
    Some screenies of a level I've been working on for HL:Alyx. Assembling this scene would've taken a year in Source 1.
  22. 1 point
    some screenshots from my latest project, on which im working on in free time! It still needs some improvements, but it looks good in current state I think dz_Arctic!
  23. 1 point
    Played around a bit more with the proportions. Does it feel better now ?
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