'RZL reacted to El Moroes in Deathloop - New Arkane Lyon's game
Hey guys, let me present you our new baby
Hope you'll enjoy this teaser !
“DEATHLOOP” transports players to the lawless island of Blackreef in an eternal struggle between two extraordinary assassins.
Explore stunning environments and meticulously designed levels in an immersive gameplay experience that lets you approach every situation any way you like.
Hunt down targets all over the island in an effort to put an end to the cycle once and for all, and remember, if at first you don’t succeed… die, die again.
'RZL reacted to poLemin in Tbilisi
Throwing my hat into the ring as well!
I'm doing a solo run again and will create a level out of the city of Tbilisi, Georgia. Name is subject to change of course. First steps will be gathering reference pictures and drawing a layout idea on paper. More progress will follow
'RZL reacted to FMPONE in Exotic Places CS:GO Mapping Contest 2019
Mapcore is now holding a Counter-Strike: Global Offensive Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT!
Mapcore's Veteran Judges will be joined by CS:GO Guest Experts on CS maps, such as
Pimp, Moses, The WarOwl, LAUNDERS, adreN, DDK, James Bardolph, and Anders Blume!
How to Enter the Exotic Places Mapping Contest
Post a "Work In Progress" thread in Mapcore’s Official Event Forum!
When you're ready, update your WIP thread with a link to your playable map's Steam Workshop page.
Your thread + playable map constitutes your entry to this contest!
Your playable map must be entered by February 1, 2020 at 11:59 Eastern Standard Time (EST).
FMPONE -- @FMPONE
Puddy -- @puddpuddpudd
TopHattWaffle -- @TopHattWaffle
Pimp -- @Pimp_CSGO
adreN -- @adreN_Hoag
Anders Blume -- @OnFireAnders
James Bardolph -- @jamesbardolph
Daniel "DDK" Kapadia -- @ddkesports
Jason "Moses" O'Toole -- @OnFireMoses
WarOwl -- @TheWarOwl
Launders -- @launders
Mapcore will announce Contest Finalists on February 10, 2020
To determine 10 Finalist maps, Mapcore Judges will rate Contest maps according to the following 100 point criteria, with any ties broken by our Guest Experts:
25 points: Fun Factor (how well-designed is the map)
25 points: Originality + Relevance to the "Exotic Places" Theme (Exotic meaning it's normal definition as well as "locations seen infrequently in CS:GO")
25 points: Visual Presentation (how aesthetically pleasing and sophisticated is the map)
25 points: Overall Polish (bug-free maps; maps with Soundscapes; maps which run smoothly; other determinations relating to quality)
Finalist mappers will then have one month to make changes based on community feedback.
Top 4 Contest maps and the Grand Prize Winner will be declared on March 16, 2020
After March 10, 2020 Mapcore Judges and Guest Experts will rate every finalist map according to the same 100 point criteria above (Fun Factor, Originality/Thematic Presentation, Visuals, Overall Polish), with any ties broken by Guest Judge Anders Blume.
Mapcore will then declare the Top 4 Contest maps and our Grand Prize Winner!
Top 4 Contest Maps receive:
Eternal Bragging Rights
A Spotlight on Mapcore (linking to each epic WIP thread)
A Monetary Prize ($7,500 for First place; $4,500 for Second place; $2,000 for Third place; $1,000 for Fourth place)
Map added to Mapcore’s FACEIT HUB platform for 4 months!
Special Valve prizes! (CS:GO/Valve merchandise, courtesy of Valve Software)
Entry into this Contest is free of charge for all. Your entry must be a playable map for the PC version of Counter-Strike: Global Offensive. Remakes (maps of the same name and design of an existing map released for public download), sequels (e.g. de_dust3), and spiritual successors (new name for an old design layout) can NOT be entered. Maps that were under creation prior to the announcement of this Contest can be entered, as long as a complete map version (layout and any non-greybox art) was not released for public download. Map entries must be submitted to the CS:GO Steam Workshop AND our Mapcore Contest sub-forum before the deadline. Map authors are free to share their map on any other websites or services they wish, however the map must remain free to download. Multiple map entries are permitted, however each entry will be judged for its own particular quality. Map entries created by teams are permitted, however entrants will have to agree how to split any prizes awarded prior to prize claim and dispatch. Mapcore encourages entrants NOT to update your Workshop map after the deadline. Entries will not be disqualified if updated, but entrants assume the risk of introducing bugs/glitches into their work. Judges will not be asked to overlook such bugs/glitches, so we recommend "finalizing" a polished version of your project before the deadline in order to “put your best foot forward”. Mapcore forum rules must be obeyed. All custom textures, models, etc. must be embedded into the map's .bsp file (FREE TUTORIAL AND TOOL). Assets must also comply with Steam Workshop guidelines. Map authors must be able to accept cash payments. Winners of hardware or physical products will be required to provide a valid shipping address. Judges, Experts, and individuals associated with organizing this contest CANNOT enter, nor provide material assistance to map entrants. If a Finalist entry is disqualified due to violation of ANY of these rules, all applicable winnings will be directed to the next highest-rated map. Void where prohibited.
1. Participant eligibility: This Contest is open to any individual, or teams of individuals, provided they comply with the following:
Participants must not be an Employee or Official Staff Member of the “Organizer” (Mapcore) or “Sponsors” (FACEIT). Participants must not have taken part in the judging, or official announcement of this Contest. Participants must not be a direct relative, spouse, or direct employee of any of the above. If a Contest Judge has previously published a CS:GO level with a participant, that Judge will be fully disqualified from scoring any entry by that person. In place of the disqualified Judge's score, the entire panel of Guest Judges will be asked to rate the entry, and their rating will then be averaged. 2. Legal Age: This Contest is open to any individuals who meet the above “participant eligibility” criteria. In the event that a participant who has not reached the legal age in his/her state wins one or more prizes, he/she must provide contact details for the legal guardian who will claim the prize(s).
FACEIT will be providing Prize revenue. Mapcore assumes no responsibility.
THANK YOU to our AMAZING COMMUNITY!
And to our INCREDIBLE Sponsor:
'RZL reacted to Roald in [FC5] Moonshine
So I made this map to try out a new map editor, work with another game/gamemode and expand my portfolio and thought it would be cool to share it with you guys.
Its a stealth mode where you are imprisoned in a Vietnam camp in the jungle. You have to find your way out of the camp (solo or coop) and while doing so eliminating three targets and get to the extraction point
'RZL reacted to T-Rexer in [decompiled] dz_blacksite | dz_sirocco
Blacksite Danger Zone map decompiled:
Hammer will not run very smooth with this map!
Sirocco Danger Zone map decompiled:
Prop scaling on the oil pipes is wrong!
'RZL reacted to Roald in de_tracks
While on the search for a enviorment artist for Resistance I have came up with a new concept de_tracks.
Basicly I wanted to create something mechanic. My first idea was to make parts of the layout change when you enable a trigger, but scrapped that idea pretty quickly. But it was no waste, since it brought me these tracks that can be repositioned easyly and bring some cool dynamic to the map and connects parts on a interesting way. I started with this idea on midle and just worked my ways trough the bombsites and spawns in one go and got this concept + itteration in only two days. Its not been tested with actual humans and I am planning on doing that any time soon. I am not sure about the exact theme, but the basics are there. Enjoy!
Some usefull nades: https://imgur.com/a/L8uH3Gp
midle (from CT window)
midle (from below window)
Midle from T entrances
B site (from T main path)
Trying out something new. This is the T connector from B -> A and since its a very small map I was thinking of removing it but then considered using these sliding doors which make sound and also block a long seightline
Thanks for Terri for making my life a litle easier with the auto radar!
'RZL reacted to [HP] in Overwatch
Ok, I'll bite.
In the first image from the castle map, you would put collapsed rubble and an unreachable path. But that path exists for two reasons, it's there to give you a side route / flank route in case you're being spawn camped and it also serves to show you a little bit of the backdrop. OW maps are very small, so any opportunity to show a backdrop is a golden opportunity because it makes the environment look bigger than it is, it makes it look expansive and vistas are usually a lot better to look at than a pile of rubble.
Second image, again I think looking down a beautiful vista of a techy city is a lot more interesting than starring at a toll booth or whatever blocker you decide to use like cars, etc. Furthermore, to do what you're pitching it would require to make an invisible collision, which we want to minimize as much as possible. You're all about realism, don't you think a invisible collision is unrealistic?
Third image, adding a side path to the right with rocks covering the way. It's unpractical to add a fork on the road and then turn it into a dead-end. The good thing about doing a continuous road is that it serves as a line for players to follow, you always know that the road leads to where you wanna go, therefor it helps leading players so they don't get lost. If you start adding random roads that lead nowhere, the readability of the map suffers, it starts looking busy and players don't know where to go.
And again, looking at a expansive big canyon vista is WAY more interesting than a few rocks blocking a dead end road which would make the map look claustrophobic.
'RZL reacted to [HP] in Overwatch
ahah, shit man, your tone's a bit a harsh, but hey I get it, those are good points.
Basically, the answer to a lot of those points actually boils down to one word, authenticity. Not to be confused with realism or accuracy, those are usually boring, if you want realism you go outside.
Think about it, If we went for realism, Hollywood map would have been WAY different, if you ever visited Hollywood Blvd you'd know what I mean, we would have people dressed in shitty batman suits just standing on the sidewalks and you'd have shit everywhere. Instead, the map was built through the idealized lens of what Hollywood is, pretend you're a innocent child, close your eyes and try and idealize what Hollywood is, you'll see a beautiful sunny day, with green palm-trees, red carpet, hotels with art deco architecture, filming sets brimming with life and color. That's the kind of art we want to make and put out into the world.
Let's think Route 66, you close your eyes and imagine Wild West Canyons, old gas stations, old tarmack, bikers, hot sun. This becomes even more interesting when you add extra layers of interest, a hideout cave for a gang hiding in the canyons. Subthemes within a main theme that mixes with each other to create a idealized fantasy.
As for the architectural style of the different maps, indeed as time passes in big cities you start to have predominately generic and futuristic looking buildings that might look good on each own but have no soul whatsoever. The counter argument for that, specially from an artist standpoint, is that cities are actually creating legislation and laws to retain the style of the exterior facades. I was born and raised in Porto, there's very specific laws that you cannot change the facade of a building, and if you want retouch or fix portions of it, you need a city permit to do it, these legislation exist to respect and retain the heritage of the architectural style of the place, which is way better than seeing glass/modern buildings everywhere.
The Overwatch world's goal is to be authentically abstract and ideational, it makes people dream and it shows an aspirational world, you get my point, the theme is king and it needs to find a certain harmony with all of the pieces at play, and there's a lot of them, sometimes some of the believability needs to be consciously sacrificed so to let more important elements shine!
'RZL reacted to Minos in Overwatch
I like to think that Overwatch maps are abstract virtual spaces (though I do my best to imagine they are a real place to make them feel as believable as I can). If we would just make "realistic" maps (sacrificing gameplay so the roads can go where it "makes sense") these maps would have the worst gameplay ever Gameplay comes first, the map art is just a "skin" on top to make you feel like you are in a real place, but it's obviously not a real place, it's all smoke and mirrors and lots of little techniques to convey spatial awareness and navigation. It's all an illusion, so we can cram as many ideas as possible in a small place. For example, "in reality" the farm in Junkertown would be miles away from the city itself. But who would like to play that? Here's some food for thought:
Some of your feedback is very valid though and we will keep it in mind
Btw, I completely forgot to post this here, but I gave a talk on Digital Dragons last year about how we blockout our maps and the power of keeping things simple, by using Junkertown as an example
'RZL reacted to MrRuck in de_zaruna (WIP)
This is supposed to be the first map I actually finish. I pretty much don't know what else to say. I've been working on it for half a year with a few breakes due to learning for my exams.
Map takes place in a small french/italian/maybe even greek town, that's pretty much all I can say right now about the story behind the map; that's going to be something I will think of when the map is actually ready for its final release.
I'm a bit lazy about updating the workshop page so if you want to see some actual ingame pictures take a look right here.
Map can be downloaded here. Don't worry about filesize or anything, as of right now the map is completely made out of brushes to keep it as simple as possible.
I'd appreciate any comments about it whether you like the map or not please share your thoughts and how I could improve it! Thank you!
Edit: Since this post looks a little bit empty and I just tried "Auto Radar" by terri out I wanted to share the result with you guys, have fun:
'RZL reacted to DMU222 in de_de_dust2 (CS:GO)
Through all my time playing CS:GO, I have always hated Dust 2. I never understood where my hate for it came from, but now, I finally get it. The root of all Evil, is Dust 2's T Spawn. To put it simply, it is the worst location of all time on any map, and completely ruins flow.
How many times have you purposely walked through T Spawn while playing a game on Dust 2. The answer is s1mple, 0 times. For this reason, I have come up with a solution to the Dust 2 problem, just make T Spawn CT Spawn. This too of course leads to some problems, as T's and CT's will instantly kill each other as soon as they spawn.
The solution came to me one day as I was sitting on my couch and listening to my favourite song (EZ4ENCE). It suddenly changed tune, and god spoke to me through it.
"DMU222 you must make 2 dust 2's on top of each other"
So that is what I did.
Now yes, the map does have 4 bomb sites, but special teleport areas (marked in orange) have been added to allow for seamless transportation for T's and CT's.
I'll be playtesting the map this weekend, what do you guys think?