'RZL reacted to Patrick_H in Level Design for Games course at CGMA
Hi all, I’ve been a member here since before I started in the industry. Recently, in addition to my position as Advanced Level Designer at WB Games MTL, I have been mentoring and doing demos for this course at CGMA. Registration is open now but has limited seats. It’s a great course for amateurs and pros in the industry!
Starting May 1st, learn #leveldesign from the pros behind #Bioshock Infinite and #Uncharted (Emilia Schatz) in the Level Design for Games course https://www.cgmasteracademy.com/courses/46-level-design-for-games
'RZL reacted to Yanzl in Basalt
We've just released a big update, check it out on the workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383
We've added fresh grass, weathering on buildings and a bunch of other visual and gameplay tweaks.
Thanks to everyone that provided us feedback and to everyone organizing this contest!
'RZL reacted to untor in 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!
'RZL reacted to neptune in Cappadocia
This contest is very competitive and Cappadocia has gotten "Honorable Mentions". With all my best wishes good luck all finalists. I would like to express my endless thanks to everyone who gave me feedbacks and reported their supports. During judging i prepare new update and fixed lots of problem about playing, visual and optimization. And now i releasing new update for Cappadocia.
Hayrat(TR): Schools, fountains, hospitals etc. made for the benefit of the public, structure
-Rebuilded all Hint-Skip optimization.
-Added more optimization options.
-Some props shader build changed.
-Bathroom color correction rebuilded.
- Some darknest corners lighten up.
-Playable side's some lens flare sprites removed, moved position or changed with simple variations
- Some props light build rebuild
-Added more weapon clip
-Fixed some clipped side
-Added new props
-Added new details.
-All door bells and recepcion bell build rebuilded (You can press all door bells, also shooting reception bells [but not work properly])
-Added new soundFXs
-Some brick textures changes to new unique textures
-Added new artworks
-Fixed minor bugs
-Radar's wrong T spawn position fixed.
-Deathmatch spawn factor changed.
'RZL reacted to Roald in [CS:GO] Exotic Places Contest TOP 10 FINALISTS
Congratiolations to everyone!
I hope we can get some form of feedback from the judges, maybe something you would like to see at the second judgement.
Also I hope to see the scores of the judges at the final judgement to get a sence of how the maps have been rated including some feedback.
Here is a workshop collection with the top 10 candidates: https://steamcommunity.com/sharedfiles/filedetails/?id=1994263762
'RZL reacted to Lefty in Basalt
I'm pretty Impressed with the location you guys picked. Looks difficult to work with but it seems pretty lived in. The buildings are a tad too squeaky clean for me but overall it's pretty solid. I'm pretty sure Yanzel did the ocean and as always very impressive. Found one slight no draw spot, ez fix.
'RZL reacted to blackdog in Basalt
I had just returned from Iceland this time last year, so it’s great to see a map set there!
I missed the basalt cliff unfortunately, seen something similar, but not the most famous spot afaik.
Anyway as mentioned above, the building textures are too clean and make the map feel a bit cartoonish. Not sure if you planning to add decals all over or if other textures are in the works… anyway looking forward for finished product!
'RZL reacted to Yanzl in Basalt
A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
'RZL reacted to untor in Swamp
Welcome to the outskirts of Louisiana!
A bomb defusal map set in a swamp where the wood industry once glowed with enthusiasm and joy but then was forgotten by man. The sound of machines and humans silenced just as quickly as the water rose, the greenery grew and the animals took over.
However, passing boats have recently heard the sound of man again and large shipments of goods appear to be coming to the old sawmill.
Housing near the swamp has been in contact with the police... what looked like a routine mission became a struggle to survive, they were not equipped and ready for a fight against terrorists and the forces of nature.
SUBSCRIBE AND PLAY!
Screens under spoiler
'RZL reacted to Edude in Classified
Detailing the map is always the best part and as I go through this process I see how many things still need to be done.
I'm busy this month and because of that, I won't be able to finish Classified before the deadline. I believe it will be ready between March and April for a Steam Workshop release!
Good luck to all mappers who are still working on their projects. I will continue to post updates on this topic as the map gets ready!
See ya! 😀
'RZL reacted to The Horse Strangler in [CSGO] Content release: de_grind
Sorry it took so long but here's the full release of all the grind assets! We've just recently updated the workshop submission, so this content release should contain all the new edits we've made so far.
This release contains the max scene files as well, which were made using 3ds max 2015. You will need to load them up in versions 2015 and beyond for them to work. Sadly I did not pack all of the bakes or highpoly source models since they are huge filesize wise (like multiple gb's per hp mesh). The texture source is once again quixel suite, which is mostly old and deprecated now.
DISCLAIMER: This content is provided as is and was designed with pbr type reflectivity and values in mind. If you decided to use the content in your map, please credit the usage and drop me a note on steam or discord -Thanks!