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clankill3r

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  1. Like
    clankill3r got a reaction from Vaya in what was your favourite / most inspiring map   
    I want to make a school map for cs and I think office is good inspiration
  2. Like
    clankill3r got a reaction from Sprony in Counter-Strike: Global Offensive   
    Apart from the TF2 style in some places I really like the update. Also they community should be glad that A. cs:go is such a cheap game, B: valve is still supporting it.
    I don't get people in general those days
    Specially the day-z community, it says like everywhere when you buy it "Warning Early Access" etc. And the community have been bitching since day 1. I'm not that glad with development either and I don't think they can turn it into the game they promised. But at least i'm glad they delay the game. I love it when developers delay the game. Give it time. People don't understand how much work is involved in making things. And how hard it can be to predict how long something will take.
    The community bitched so much. Dean Hall on twitter like 2 weeks ago: "Deleted my Reddit account. Never coming back. You won, internet. You won." That really hurted me. Dean Hall is really a cool guy. People are dicks. Also youtube. Argh, I could go on for hours
    I'm glad the people at mapcore pretend to be normal so far
     
    I have a really awesome idea for a website for open game development. My only worry is, how do I keep those people out.
  3. Like
    clankill3r got a reaction from TheOnlyDoubleF in Is it worth it for a level designer to learn how to make concept art?   
    I think it depends on if it's hobby or not and how much you think it will improve your maps and how much enjoyment you get out of it.
    I used to sketch a little but I get much better results If I float around with the camera in my map thinking thinking and thinking. However 2 days ago I started sketching a little again, just so i'm not behind a monitor all day.
     
    What I used to do is make a screenshot of a part of a map where I needed to continue. I would make the screenshot in such a way that on the right side of the image you could see for 30% or something a building I mapped. On the left side nothing except brushes for the floor. Then I would print it out like 10 times with 90% transparency so you hardly could see it. After that I would draw over the outlines of the building I already mapped and after that draw a building next to it from scratch (or a wall etc.). This worked really well for me cause you have guidance for scale and perspective and you can see how it adds to what you already mapped. I really recommend to try this out.
     
    Anyway, If time is not an issue, go make concept art. Else I would look around for it.
  4. Like
    clankill3r got a reaction from Vaya in [CS:GO] DE_Tivoli Redone   
    I think this would even be better. It allows for T to switch faster. Also only 3 choke points instead of 4. And mid control allows for easier intel.
    (It starts to look like de_dust2 lol )
     

  5. Like
    clankill3r got a reaction from Vaya in De_Summer [WIP]   
    de_brickland sounds good.
     
    Here are some suggestions.
     

    A. Don't use a different floor texture there. By cutting the edge your breaking the grid which is good. By using that texture you emphasize the grid again.
    B. remove that wall.
    C. remove that wall.
    D. Change the texture, you use this all over the map. I think you should decide like here comes this building, the own this property and use those bricks. Now it looks everything is owned by 1 company, maybe it does but it's better not to.
    E. it's good you tried the round corner but I don't think it suits with the style of the building.
     

    Remove that wall.
     

    red: Did they have bricks left
    blue: I think it would be nice to make a little stair down (like 8 steps or so). That would push also the door a little bit back.
     

    green: enlarge the brick brush, reduce the asphalt.
    red: it's really steep
    blue: Maybe nice to have a open door there. There could be a side walk next to the asphalt if you push that a little further in the entrance direction. The door could be a connection to that side walk. This could make gameplay in that spot also more interesting. 
     

    arrows: different textures all over again. 
    blue square in back: remove this wall.
    blue in top. All the different heights in this area look odd.
    green, this center thing is to symmetric in my taste. I would move the closes 2 to the green position. Then rotate the big one to form a L shape.
    red: Connect it to the right. Make the stair somewhere else. This is a nice way to add more interesting gameplay by using difference in height.
     

    A. Make a brush on top, Make it stick out a little, have the texture direction in the green arrow. Of course make the width as width as the wall.
    B. Try different things to texture the floor
    C. Maybe lower the terrace area a little.
    D. remove that wall, maybe add grass and have a little wall on the left.
     
    For the rest, maybe lower the sun position a little to create longer shadows.
     
    Hope it helps.
  6. Like
    clankill3r got a reaction from 2d-chris in Mapcore Introductions Thread   
    Hi,
     
    I'm Doeke "clankill3r" Wartena, from the Netherlands.
     
    I started mapping like 15 years ago or something. My pc was getting old and I couldn't play new games so I wanted something new to do.
    I ended up mapping for the specialists, for those who played it, I made ts_metro, ts_parking, ts_gpc and ts_fall.
    After that I always ended up making new maps or remakes and never finished them. (The hardest part of improving a map is knowing when to stop). I got inspired by playing other maps like dod_avalanche from day of defeat. This was kind of bad since the specialists was deathmatch. From all my mistakes I really learned a lot. I think my best maps never got released.
     
    I never really mapped for source, I had a bug in my 3d view which causes it to have almost no contrast which annoyed the fuck out of me. Also I got busy with other things.
     
    The last years I made 3 layouts I think. Lately I'm more motivated again to pick mapping up again since I really miss it. It feels kind of special to walk in an area you made, hard to describe but I think most of you guys know the feeling.
     
    For the rest, I want to make a youtube channel Map Making Academy where I focus more on layout and how height affects gameplay for example rather then how certain tools work. In the beginning it will focus on deathmatch since I have most experience with that.
    Lately I really enjoy CS:GO, so I want to make a map for that as well but this will be harder for me since my lack of experience in making maps suitable for a competitive setting.
     
    The reason for me to come to mapcore is for an additional motivation boost. And for receiving input (and hopefully also giving input).
     
    I hope to get to know some of you people.
  7. Like
    clankill3r got a reaction from Lajron in Sledge Editor   
    I think gold source has all the things source has so from that point of view I understand his approach.
  8. Like
    clankill3r got a reaction from Sprony in Mapcore Introductions Thread   
    Hi,
     
    I'm Doeke "clankill3r" Wartena, from the Netherlands.
     
    I started mapping like 15 years ago or something. My pc was getting old and I couldn't play new games so I wanted something new to do.
    I ended up mapping for the specialists, for those who played it, I made ts_metro, ts_parking, ts_gpc and ts_fall.
    After that I always ended up making new maps or remakes and never finished them. (The hardest part of improving a map is knowing when to stop). I got inspired by playing other maps like dod_avalanche from day of defeat. This was kind of bad since the specialists was deathmatch. From all my mistakes I really learned a lot. I think my best maps never got released.
     
    I never really mapped for source, I had a bug in my 3d view which causes it to have almost no contrast which annoyed the fuck out of me. Also I got busy with other things.
     
    The last years I made 3 layouts I think. Lately I'm more motivated again to pick mapping up again since I really miss it. It feels kind of special to walk in an area you made, hard to describe but I think most of you guys know the feeling.
     
    For the rest, I want to make a youtube channel Map Making Academy where I focus more on layout and how height affects gameplay for example rather then how certain tools work. In the beginning it will focus on deathmatch since I have most experience with that.
    Lately I really enjoy CS:GO, so I want to make a map for that as well but this will be harder for me since my lack of experience in making maps suitable for a competitive setting.
     
    The reason for me to come to mapcore is for an additional motivation boost. And for receiving input (and hopefully also giving input).
     
    I hope to get to know some of you people.
  9. Like
    clankill3r got a reaction from Vaya in De_Summer [WIP]   
    You could also make it a night map
  10. Like
    clankill3r got a reaction from Vaya in Mapcore Introductions Thread   
    Hi,
     
    I'm Doeke "clankill3r" Wartena, from the Netherlands.
     
    I started mapping like 15 years ago or something. My pc was getting old and I couldn't play new games so I wanted something new to do.
    I ended up mapping for the specialists, for those who played it, I made ts_metro, ts_parking, ts_gpc and ts_fall.
    After that I always ended up making new maps or remakes and never finished them. (The hardest part of improving a map is knowing when to stop). I got inspired by playing other maps like dod_avalanche from day of defeat. This was kind of bad since the specialists was deathmatch. From all my mistakes I really learned a lot. I think my best maps never got released.
     
    I never really mapped for source, I had a bug in my 3d view which causes it to have almost no contrast which annoyed the fuck out of me. Also I got busy with other things.
     
    The last years I made 3 layouts I think. Lately I'm more motivated again to pick mapping up again since I really miss it. It feels kind of special to walk in an area you made, hard to describe but I think most of you guys know the feeling.
     
    For the rest, I want to make a youtube channel Map Making Academy where I focus more on layout and how height affects gameplay for example rather then how certain tools work. In the beginning it will focus on deathmatch since I have most experience with that.
    Lately I really enjoy CS:GO, so I want to make a map for that as well but this will be harder for me since my lack of experience in making maps suitable for a competitive setting.
     
    The reason for me to come to mapcore is for an additional motivation boost. And for receiving input (and hopefully also giving input).
     
    I hope to get to know some of you people.
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