'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?
'RZL reacted to MadsenFK in [CS:GO] Morocco, Luxury & Delta (Wingman Projects)
Got back into hammer after a small break and gave Terrorist spawn on Morocco some eye candy
'RZL reacted to Roald in Resistance
So I have been doing two competetive tests and made some changes. Please checkout the workshop and let me know what you think of the new changes: https://steamcommunity.com/sharedfiles/filedetails/?id=1645132160
- Added a new path from CT to B bombsite
- Closed of B double doors and added a vent into B apps
- Added a door_rotation in B apps and made a pathway to cross the windows instead of the drop. Also made the B apps window only peek able, u cant jump trough anymore
- Cleaned up A a litle bit. Moved some cover and reduced the big boost spot
- Rotated the container at midle to reduce headshot angles
- Fixed the headshot peek on B bombsite and got rid of the OP corner
I am pretty happy with the changes so far. Will do one more compile to fix some small stuff and then do some more playtests. Perhaps its for the better to have multiple playtests on the current version before I make any new drastic changes since the layout is pretty much there.
'RZL reacted to Interfearance in I'll Pay to recreate The Specialist on Source properly
Oh dear. Please do not start this guy on anything related to copyright, permission, or pretty much anything that people get sued for. The whole of w3 and the contents of your hard drive are now Creative Commons, so your closed minded thinking can see itself out of this thread. Copyright shmopyright, am I right?
'RZL reacted to Minos in Kaizen
One thing I noticed by watching the video is that every area feels a bit similar, which makes the map harder to navigate for first time players. One way to solve could be by color coding some areas, or having strong themes in specific areas, restricting specific props only to those areas. Let's say, CT spawn has majorly blue signs/lighting, Bomb sites are mostly red/orange, maybe the middle of the map has a lot of vegetation, the subway could have green walls etc... so you know exactly where you are without having to think about it.
You have an incredibly solid base and with some minor readability/navigational/lighting tweaks, this map will be really special!
Here's an example of how we did this in Lijiang Tower in Overwatch: