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Showing content with the highest reputation on 09/23/2020 in all areas

  1. made a thing to give hotspot texturing a go more on Artstation: https://www.artstation.com/artwork/q9O9an
    5 points
  2. Soldat Du Christ

    de_Victorian

    V I C T O R I A N V 1.0 Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2236306765 Set among the crossroads of 1830s Industrial Revolution! Civility & Industry clash in this glorious theme park of Architecture & Landmarks! This map was built from the ground up for a Balanced Competitive 5v5 Experience, a challenge for myself, and a challenge to the community to re-think what a Defuse map has the potential to be. Huge thank you to everyone in MapCore who has helped me bring this map to it's current playable state, I couldn't have done it without your help. This has been the most responsive and supportive community I have yet to be a part of. I only hope this patience carries over into your playtests, you will need 10 fold to suffer through the learning curve on this one! Victorian very much aims to push the limits of what is traditionally accepted as being competitively viable, for better or worse. Your opinions are welcome, but If you want to help me improve the map, I'm looking for objective flaws... Objective Examples: "This angle/position has no counter" "this set up is too hard to break" "X needs more polish" Subjective Examples: "This isn't what CS players/ I like" "I'm not used to doing X therefore it's bad" No matter what, I just hope at the very least Victorian could inspire others to take their designs further and push the limits. I'm currently working on "The making of: de_Victorian" Design Documentary, so look forward to that! For the full canonical history of de_Victorians development which goes as far back as the 2019 mapping contest, follow these links:
    3 points
  3. ics

    Terror [TF2]

    I didnt plan to do another map for this year, but then I had this idea and just wanted to do it. To my knowledge, no one has yet done a map with changing payload track so far, so i did that. Still many things to do for the next few days, so WIP but its out there. Take a look and please vote at the Steam Workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=2237031915
    2 points
  4. dux

    The cost of games

    If this means that Todd stops releasing broken, buggy games, then great.
    2 points
  5. Radu

    Serious Sam 4

    Maybe I'll just rename this to Radu's thread
    2 points
  6. celery

    de_Victorian

    This would be a really cool map for deathmatch and/or Arms Race if it gets detailed nicely.
    2 points
  7. Pampers

    Cyberpunk 2077

    Completion percentage on PS4, not surprised at all to see The Witcher 3 on the bottom The Last of Us Part 2 – 58% Final Fantasy VII Remake – 53.3% God of War – 51.8% Marvel’s Spider-Man – 50.7% Uncharted: The Lost Legacy – 50.3% Detroit: Become Human – 49% Ghost of Tsushima – 38.2% Horizon Zero Dawn – 34.5% Days Gone – 34% Bloodborne – 31.9% Death Stranding – 29.3% Red Dead Redemption II – 28.6% The Witcher 3 - 26%
    2 points
  8. Roald

    de_Victorian

    Csgo is a very competetive game where prediction is key. Players should have a clear understanding of when they could possibly meet a enemy and where to aim at, how to use grenades and stuff like that. This means, till an certain level, the map should be a static and predictable environment for the player, where in they could experiment, out smart the enemy and outskill them. When making maps for csgo you need to know this and know the game and probably have thrown away x ammount of greyboxes to get to something that works well and played x ammount of hours. In your design it seems players can be anywhere, so you can be shot from anywhere (no prediction). This is no fun and will anger the player. There are many areas where a player can be on two different levels, so where to aim? Up or down? A game of chance, again frustration when you die. The map seems very small, which probably makes it very hard to clear out areas because players can always flank at any point during the game. Again, no prediction. There is almost no negative space, which makes it very easy to hear enemies, something which is a key element of csgo, listen and get info. Do u want players to get so much info always and anywhere in the map? Honestly this looks more fitting for a halo deathmatch kind of map than for a competetive game like csgo and the bomb defusal gamemode. Innovation is nice, but do not lose seight on the core meta of the game. Try to understand the meta first and then try to experiment a litle, not the way arround
    2 points
  9. solwllms

    [CS:GO] Oyster (wingman)

    Hi all! Oyster is a defusal wingman map set within Aldham East, an under-construction station on London's tube system. Started this in mid-last year as my entry for the Source Engine Discord's 2020 Wingman competition. Cinematic Trailer Layout Screenshots Links Workshop page: https://steamcommunity.com/sharedfiles/filedetails/2230541612 Website, Blog and Changelog: https://oyster.solwllms.com/
    1 point
  10. I want to say you're right . . . but at the same time I can't help but feel that a problem that could be solved by allowing players to freely run around the map for 3 minutes needs hardly be a problem at all Wouldn't be entirely crazy if Valve implemented something like . . if any player on the server is playing the map for the first time, disable weapons during warmup & let it run through its full duration regardless of how fast all players have connected. Yea they still might not know which corners to peek but at least they'd know where they are. You could say players should just play a few rounds on casual once before jumping into a proper match, but - well - I know I don't.
    1 point
  11. dmu

    de_Victorian

    You need to understand, the majority of the csgo player base will quit playing your map less than half way through the game if they don't understand it right away. A map needs to be intuitive and understandable from just viewing one frame of gameplay. When a player sees a passage they should be able to guess with out going down it to what other part of the map it will connect to. Even when playing Roald's Anubis, I've had players on the other team quit (this was in MM) because they were frustrated with the way my team was able to control the map. A good map can have a high skill ceiling while also being immediately intuitive to players.
    1 point
  12. -HP-

    What are you playing now?

    Loving this indie platformer called Downwell
    1 point
  13. 1 point
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