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FMPONE last won the day on July 25

FMPONE had the most liked content!


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  • Birthday 10/04/1989

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  • Real Name
    Shawn Snelling
  • Job
    Level Designer

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48,591 profile views

    We Happy Few

    Welp, saw this one coming

    Red Dead Redemption 2

    I guess XBOXes aren't cool anymore? How do you do, fellow kids.

    Red Dead Redemption 2

    It looks really really fun. I'm sad about no PC version tho, I haven't owned a non-Nintendo console in like 10 years.

    WIP in WIP, post your level screenshots!

    Looks really cool. Lots of different light colors, might be a bit of overkill, but I don't mind it because they're really charming.

    Venom (Tom Hardy)

    He's not scary enough

    We Happy Few

    Uh oh, I'm getting "this would be far better as a movie" signals from this trailer. Gameplay looks like an afterthought, but it sure has a lot going for it in the narrative department.

    Unreal Engine 4

    UE4's bsp tool sucks because it isn't Hammer's bsp tool. this is simple, folks.

    Simon Stålenhag

    Might be the first Amazon show I watch. Good for them.

    Evil genius (Netflix)

    My thoughts on this documentary ...YIKES!
  10. FMPONE

    DC's Cinematic Universe

    Agreed, at first I thought it was another Superman type guy in a red outfit, nothing could be less interesting than that. I didn't know the premise of the story would be so funny. It actually seems like a pretty good idea.
  11. FMPONE

    What I'm Working On, 2014-Forever

    So, the last layout change to DE_SUBZERO: a boost and trick jump into Hut Glass. Hoping to ship it ASAP. Previously, attacks on B could become stagnant and repetitive, because Terrorists only had one very long route into the B site. This detracted from the map in a few ways: Problem 1) Sub-Zero's Hut too closely mirrored Cache's B "Sunroom" (at least on radar), as another non-movement, utility area. Problem 2) Terrorists were forced to use smoke grenades on the long angle into the site -- no matter their economy -- because of CT advantage at long-ranges (USP, Awp, etc). If Terrorists threw that smoke, CTs had a clearly telegraphed signal about likely hits to the B site. Problem 3) Hut Glass, a unique feature of the map, was underutilized. Instead, most of the action centered around the long angle before Terrorists enter Hut. Problem 4) Hut Door was underitilzed, because Hut Window was much closer to the action. Problem 5) Players would often bounce nades back at themselves while trying to throw grenades through Hut Glass. Now, Terrorist attack options have been further opened up, making their tactics very difficult for CTs to predict: Benefit 1) The Terrorist "line of scrimmage" connects to every part of the CT "line of scrimmage", meaning that the entire length of Sub-Zero offers interesting, interconnected, useable space. Benefit 2) Terrorists can now attack B at any stage of a round: by breaking Hut Glass early in a round to deny CTs a sound queu later on, by boosting through Glass right away, by sending a lurker to trick-jump into Glass in order to confuse the defense; or by focusing on the traditional long angle or mid rushes with far less pressure. The bottom line: CTs can no longer assume that Hut is safe territory, they must account for Hut Glass aggression. Benefit 3) Hut will see much more action. Combined with the changes over at the A site, this means Terrorists have 6! different movement options across the map. These movement options contain a great deal of variety: boosting through Hut Glass, battling for control of B main, peeking mid from above or below, dropping down vents into connector or into the A site, pushing A main past the pillars at Radio, or dropping down A pit. (To compensate, Sub-Zero also encourages unprecendented CT aggression, thanks to favorable CT timings on B, boosts at A vent and pit, a lot of cover at A long Radio, and a fair gunfight at Mid.) Benefit 4) Hut Door will see increased action. Now far easier to reach, Terrorists are encouraged to use Door for info gathering, crossing into site, or simply to dance around in Hut. Benefit 5) Throwing grenades into Hut is now simple and meaningfully strategic. Conclusion With this change, and the changes at A, I'm now satisfied that Sub-Zero is a true "original." Beyond its unique theme and custom assets, beyond the signature Arctic Avenger player models, Sub-Zero features a number of brand new angles and gameplay quirks. From its interesting bombsites, verticality and elevation changes, consequential boosts, 2 one-way committal spots, and multiple trick jumps... there's quite a lot of "new" and "weird" packed into an easy to learn, competitive Counter-Strike package. And, unlike most Counter-Strike maps, mid-control is now an entirely _optional_ part of Terrorist strategy. (It's done.)
  12. FMPONE

    What I'm Working On, 2014-Forever

    Yes, it's really interesting because to go A you either go A main, or you drop down into vents and commit to a drop into sand bags. Or you drop down pit and commit to a rush up pit. But that means there are two areas on A where Terrorists can potentially bite off more than they can chew, and end up in a 1vX scenario that they have to fight their way out of. Most often this means that they get hunted down in these really interesting little duel scenarios. It's pretty fun to watch. I think that's probably just a consequence of it being a somewhat new idea, and consistency while nice doesn't have to be that rigid.
  13. FMPONE

    What I'm Working On, 2014-Forever

    Another day, another update. This time a major gameplay update. Hoping to ship it ASAP. In changing Sub-Zero's layout, I considered several issues: Problem 1) Sub-Zero's overview looked too much like Cache's overview. While the maps play very differently, Cache is my next/current project, so I don't want them seeming similiar at all. Problem 2) I don't want to do another "standard" 3-lane map. Problem 3) Rotating through A con was a straight-shot corridor, meaning players had no interesting way to show their personality or flair. Problem 4) Sub-Zero was rapidly becoming CT sided. Terrorists didn't have enough strategic options without capturing mid. Problem 5) Frames tended to be low on the A bombsite. The solution to these issues: a compact vent system with 3 entrances. I believe this will make Sub-Zero a more unpredictable and unique experience, because: Benefit 1) Sub-Zero's A site is now completely different from anything else in the game. Benefit 2) Mid control is now optional for Terrorists and not mandatory like before (Terrorists now have _three_ entrances onto the A bombsite, none of which involve mid.) This is a critical difference between Sub-Zero and almost any map you can think of (Cache, Mirage, Inferno, Dust2, Santorini, Season, etc). Benefit 3) Players now have choices for long-range, medium-range, and close-range engagements from the vents in order to use different guns/move around in different ways/generally express themselves. Benefit 4) Both teams now have additional movement options: players can bypass mid entirely, pinch mid from the vents, throw distractions from the vents, execute only from the vents, etc etc. Benefit 5) Performance will improve because much more visibility is now being blocked. Also thanks to the Source Engine discord guys, for helping me workshop the visuals in this room, which has been a trouble spot for the map.
  14. FMPONE

    What I'm Working On, 2014-Forever

    Some people were a bit critical of Subzero's textures, so I spent a couple days improving them. I also updated my website with some current screenshots of the map. Last but not least, the Panorama radar. Really think these illustrate the differences between maps in a great way, think they're extremely cool. In a game like Counter-Strike, where elevation makes a huge difference, it's really important that we can now make that clearer to players before they play the level.
  15. FMPONE

    Unreal Engine 4

    Ethical, laudable, rational af. you LOVE to see it. And a sane percentage cut to the creators.