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Showing content with the highest reputation on 02/24/2020 in Posts

  1. 3 points
    His first impression for any map have always been garbage. If it isnt made by a mapper he is vaguely aware of and isnt one of the few shined on by the almighty subreddit, he tends to be overly-negative if by some chance he decides to look at it. He likes mirage clone maps because he can easily adapt his mirage skill-set to them, if it isnt similar he gets sour about it because of how much modern CSGO players rely on pre-existing map knowledge to dominate. Ive watched him for years and its the same thing every time. Similar to how the pro players immediately rejected Vertigo because of how little their previous map knowledge applied to it (though to his credit, warowl was very receptive of vertigo when they added it into the pool). This mindset that a map can only be good if you know it is part of why we have seen such a decline in interest for new maps. Ironically Bardolph tends to have a better understanding of how to handle new maps despite how much people diss him for being poor at the base game. Rather then complaining that there are no grenade lineups because he doesnt know them, he tries to learn them ahead of time. Unfortunately its few and far between he takes a look at a new map since his twitch chat is more focused on memeing on him being poor at the regular game then highlighting new content.
  2. 3 points
    Radu

    Counter-Strike: Global Offensive

    Get them to release Ricochet 2 while you're at it
  3. 3 points
    now everyone knows what fucking awful feedback warowl has for their maps
  4. 2 points
    The industrial zone is coming to life I created a custom rifle that has a bigger magazine capacity, higher accuracy, and better zoom through the sights than the standard rifle in the game. It's suitably called the "2K Edition"
  5. 2 points
    Vaya

    Exotic Places CS:GO Mapping Contest 2019

    he's actually just very flippant. If he's joking he's terrible at it.
  6. 2 points
    watch with this formula - when warowl wins at a map he loves it, when he loses he thinks it's terrible.
  7. 2 points
    seedee

    [CS1.6] Dust 2 2020

    Hello again, I've made some more progress on the map. There is a new connector to the doors at the top of middle coming out of T spawn. The second door leading to outside B tunnels has been closed. I've also closed one of the windows on A for balancing purposes. Here's an overview of the map so far. Old routes are marked in red, new routes are marked in cyan: AllocBlock is 51/64, so I'd say it's about 80% completed. I want to pack in as much detail as possible before I finish optimizing visiblility. Here are some pics:
  8. 1 point
    lmao like shroud with weapons and maps
  9. 1 point
    @Puddy @JollyHolly Thanks for the detailed feedback guys! I ended up giving the site a significant makeover based on a lot of your notes. It should be a lot easier to navigate now and find my contact information. It now opens on the portfolio. The buttons and titles are attached to their entries clearer. Email and my name have been included in the header to be seen on any page on the site at any time. Killed the background in portfolio to make the pictures pop Cut down on a bit of text in the about page And I even rearranged some things in each of the entries. @Puddy Do companies actually filter out applicants if they haven't paid for their domain? Like if something says .wixsite.com. I hadn't heard of that before?
  10. 1 point
    blackdog

    [CS1.6] Dust 2 2020

    This is impressive, pushing Goldsrc to the limit… I would only argue with the draping in B, the poles are too in the way of Ts rushing out of tunnels, and the Egyptian symbols seem out of place. Tunnels is a bit too dark.
  11. 1 point
    El_Exodus

    Counter-Strike: Global Offensive

    This is the type of content I expect on reddit.
  12. 1 point
    Vaya

    Counter-Strike: Global Offensive

    I really don't think player skins are an issue now.
  13. 1 point
    zastels

    [CS1.6] Dust 2 2020

    Ya this map in EU4 is bleh. A part of me loves Dust remakes. I just to log into to CS on the WON network and specifically look for new Dust clones before I knew how to map. De_Dawn was an old favourite of mine, and it's basically the modern Dust today.
  14. 1 point
    Heyo! Some quick thoughts: Before you apply for jobs, be sure to pay for Wix - don't get filtered arbitrarily Your portfolio should be your home page, you can have an about page with text/CV Your email should be immediately visible on your portfolio Your portfolio has a background image with contrasting brightness, make it a plain background and let your images pop The separation between your portfolio entries is a bit vague, does the text belong to the image below or above it? Bunch up your image and text more clearly and let the page have some space between each entry This is a bit subjective but I think your portfolio entries are a bit too "big" and zoomed in, lots of scrolling involved Hope it helps Puddy
  15. 1 point
    Radu

    [CS1.6] Dust 2 2020

    Yeah, this is fucking dope
  16. 1 point
    leplubodeslapin

    [CS1.6] Dust 2 2020

    Nice funky layout ! And it looks really cool :))
  17. 1 point
    Serialmapper

    Random Photo Thread

    Sahara dust also locally known as "Calima".
  18. 1 point
    El_Exodus

    Jingshen

    The place names are on the list, but I currently prioritize my time into improving gameplay. It'll come down the line! The other stuff is fixed, thanks
  19. 1 point
    Heya jake! Best of luck with finding a job in the industry! I have some feedback, but do keep in mind that they come from a junior level designer and should therefore not be overvalued! The first point is that your introduction page should not be the home page, rather, i would make your content the homepage, and instead creating an "about me" tab. This will make your content more accessible. And those who are curious about you then have a well presented option to find out more. secondly, i would probably cut back on a lot of the text presented in the introduction. Personaly, saying that you've always wanted to make games is a bit "sterotypical" and to me rings a bit fale (even tho its not the case) I would also be careful to present Level design philosophy as there is a chance that it does not ring well with whoever is trying to hire you (their studio may create different type of games, with other philosofies etc) , or you may sound a bit "know it all". However, maybe you know where you are going, and therefore know that what you are saying will increase your likelyhood of getting a job, just know that it might be limiting you. If you do keep it, i would change "i believe" to i think, as that is a rational statement, you wont come sound naive or arrogant. it is a bit irritating that the enter button is below the banner, as it is easy to misunderstand which picture belongs to which picture. I like how you present the information on the actual page. Pictures are great and espescially those showing the layout, however i came a cross some which are a bit heavy on text. Also, to the pages which does not have picture etc of main feature, i would add. Finally, there is a lot of scrolling. Consider making your content page a bit more compact, altho this might be that i am on a laptop and being nitpicky. I also like that i can download your content. best of luck!
  20. 1 point
    Perhaps try to go for Danger Zone? Massive scale is perfect for that!
  21. 1 point
  22. 1 point
    I don't think this is the case at all, like I have said before, there are going to be general "rules" with every game like having well defined areas, appropriate scale, and chokepoints. It doesn't mean the only way to adhere to this is by making a layout such as the abstract one you showed. Lets take train for example. Even in the a very simplified version of its paths, it would not be fair to call it a clover layout There is an additional loop (or triangle), the bombsites take different positions than usual on the loops, and there are also other big differences. The bombsites are vast and multiple times the size of the plant zone, compensated for by fast rotates and rush timings. In this case the concept of a bomb site is different from any other map. In the case of vertigo, the size and pacing of the map is dramatically changed. In nuke, rotates are really unique, and the map is built in a way that feels totally different than all others while still being fun. I think it can be agreed that there are not many maps like these, yet they are very successful. I once remember fmpone saying somewhere that if you made dust 2 today everybody would say it can't work due to the lack of cover and huge sightlines. Most people probably interpreted this as a reason that dust 2 cant be beat, but I think this also shows that people are no longer willing to make radical changes to map design in csgo. Bombsite design is becoming very similar, most rotates are through a central passage (mid), and chokepoints are almost always reduced to pure 90 degree encounters rather than something like sweeping angles in t connector on train. Of course you don't have to change everything like on train, but it would be nice to see a little experimentation rather than 100 safe maps. Big mappers and successes lead the way for maps to come, and we will just see the same if nothing is shaken up
  23. 1 point
    untor

    Exotic Places CS:GO Mapping Contest 2019

    I think it's silly to sort things out. You can spend a bunch of hours and more discussing the top 11. What I think - I have always been taught - it is important to be able to present yourself and your creativity. And no matter what brilliant thing I would create, nothing matters if it is not done accurately and presentably. At the university, I was deprived of a scholarship, from just one small spot, on white paper. It was a shame, but I save it for me, and think it was important to do accurately and on time. I think this quality is not enough for many artists. Regarding the layouts and their similarity. If we start to beat everyone who uses the basic layout of clover and their similar ones, most likely we will have to make maps for RTS or Open space games like PUBG. And even then, we run into the idea of clover. Why is that? We will analyze any map into parts. And we will understand that it is ideal for each point to have a triangular shape. And adding up the mechanics of 2 key points, we get the shape of a clover. The reader can give a comment, you are wrong, you can come up with a 5-sided shape and so on. But in truth, no. Having made 5 exits to the key point, 2 of them will always be empty or will refer to the remaining 3. And since they are superfluous and will not be used, why are they? Let's look at DotA 2. Game 5 vs 5, 3 lines used, same clover? - Yes. Is it convenient to play? - Yes. How did valve diversify the map? They changed the candy wrapper, but did not change the candy, not because they could not, but because the balance can disturbed. Now back to the discussion, the gameplay is important and how important the visualization is. Part of the gaming experience is the environment. And it is the environment that shapes the situation. even, for example, top 11. We see how much the environment affects the feeling, already on the familiar composition of the maps. And now, those who disagree with me, try to come up with a chair. New, unique chair. Believe my experience - this is a real challenge. With one way or another, you will come across a generally accepted basic composition, because it is the only correct one, and the only thing you can do is change the visual form. (in Russian it song is cool, not sure about understandable in English) I Glad too see great maps in top 11. Congratz!
  24. 0 points
    Ringel

    Exotic Places CS:GO Mapping Contest 2019

    He just gave his first impressions about the maps, not his final opinion. This was for his stream not to give mappers feedback.
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