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catfood

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Posts posted by catfood

  1. On 8/3/2020 at 2:59 PM, JorisCeoen said:

    I've ran around it yesterday, and again today just as I woke up. The map is just insane. I swear you have to be some sort of architect to design maps this sophisticated and beautiful ?

    Though, as much as I was blown away by the map as a whole, I just have one overall concern (right now anyways), which would be that running in the map with or without bots feels very overloaded/overdesigned. It's hard to describe properly, but it feels that at every inch of the map so much is going on at the same time in terms of visual information, that it feels quite heavy on the brain. For me, at least. I'm sure other people have less of an issue with this. It's one of the reasons I never queue for Nuke, because as much as I love that map and see it as one of the biggest Valve masterpieces, it's just too much visuals and I lose focus.

    However, compared to 98% of the workshop this map surpasses all boundaries, and equals only the best maps available right now. Congratulations!

    Thanks dude! I spend a lot of time getting the structure in place and making it look believable which was kind of a challenge due to its size.

     

    @JorisCeoen@Lizard@Wintrius

    About that the level is bright is entirely on purpose since adding contrast areas in the background of multiplayer levels especially for CS:GO can create issues with readability. Also car factories aswell as other modern factories are well lit. I turned off the lights of some areas to create a different vibe throughout the level but mainly it had to be well lit for those reasons.

    @fewseb

    I tried to keep the "3Dskybox" as simple as possible since most players wont notice flat grass in the background but do care for better FPS 

      

  2. 14 minutes ago, Oskmos said:

    More work on Insertion2. Trying out a new dusk/dawn lighting setup. I Think i'll stick to it. Will be nice to play around with lights to guide player movement.
    It's still a bit too dark though. Need to find the sweetspot between nailing the dusk/dawn look and good overall brightness.

    I posted these on Twitter as well at https://twitter.com/Oskmos So make sure tO SmASH THAT LIKE BUTTON!!

     

    night_test_lookdev_result.jpg

     I smashed the button :) also playable when?

     

  3. On 24-4-2018 at 12:33 PM, flickaa said:

    After taking time on the rotations on various maps, I found out that: 

    Ruby - it's 18s through CT, and 16.5 through mid

    On maps like Dust 2, mirage, cache and inferno - between 12-14s

    That's a good amount of seconds less. It is probably hard to change it and not screw up timings, but I think it is very critical for the map to have good rotation times.

    Here we go again, map size is fine and so is the rotation time. The map has been thoroughly tested from beginning to end of development and if the rotation was really too long the bomb wouldn't be defused this many times.
    Also keep in mind that when the ts are committing to a bombsite they can be seen from quite a distance so the moment cts on site die and call the bombplant terrorists are still on the move for few seconds before actually planting.

    If you want watch a game on ruby and see how both teams move and communicate this tells much more then just comparing timings and this one time that you played on the map.

    This is a viewers game TrilluXe hosted that is fun to watch: LINK

    Game starts around 03:08:35
     

    On 21-4-2018 at 12:30 AM, baem123 said:

    Its nearly 2 years since my greybox feedback at page one. Time flies!

    This map seems to be one pinnacle of counterstrike mapping.
    The artwork is really impressive. Every added detail fits to the scene. It's fun to wander around.

    There are 2 things which i dont like;  both are sadly seen on most maps:
    - you can't jump to some places which look like you could go there
    - you can't slide along walls without getting stuck permanently

    Nevertheless this map has to be in the next operation and it will be.
    Thanks catfood for this map!

    Thank you for the kind words and could you maybe point out this wall(s) where you can't slide along?

  4. 19 hours ago, FMPONE said:

    I think this is your strongest work yet. The sparkling ocean effect (sprite?) is really fun. In the past you’ve maybe not had the most realistic style, but you truly made it work here without losing any of your charm. Interested to play it soon!

    @FMPONEThanks! and the sparkling effect is not a sprite but are small func_dustmotes with a short life time :)
     

    16 hours ago, T-Rexer said:

    I wanna have that cake :D

    20180419174852_1.jpg

    well deserved :D enjoy looking at your cake piece!

    5ad9a9f0e19ce_CAKEPIECE.jpg.87c31aed0ac90c119aac787a79ed336f.jpg

    12 hours ago, El_Exodus said:

    I think ruby is the first map i had a walk around while shift-walking the entire time. That soundscape man - awesome shit. Your sound recordings definitely payed off! Incredible what feeling that adds to the map.

    Thanks Exodus! and nice to hear you like the soundscapes but that's the work of Hunsrus: https://steamcommunity.com/id/Hunsrus 
    He joined me on trip to Lisbon and was the audio guy for this level as well as my previous levels :)

  5. A bit late but congratz on the release! Just ran around the map and it feels great to navigate through and I also like the cosmetics especially the indoor ceilings :-D
    btw why did you decide to remove the green roofing? I remember the castle had this in earlier builds right?. I thought it looked kinda cool :nag:

    25z00s5.jpg

    Oh and sucks to hear about those downvotes. Maybe someone could write a bot script that spams MapCore maps to the top? :v fight fire with fire

  6. Thanks for the kind words @Klarkie8, @FMPONE and @grapen :) I appreciate it!
     

    18 hours ago, UNREA1 said:

    You definitely did your homework, I'm from Portugal and that already feels like home to me.

    That's very nice to hear I hope to do justice to your beatifull country :v

    @Hackerman This is very usefull thanks a lot although most clips you pointed out will be fixed during the development progress later on unless they are gamebreaking then i'll try to fix them right away. And i'm glad you like the designer palm tree hehe


     

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