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UNREA1

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UNREA1 last won the day on March 23 2023

UNREA1 had the most liked content!

About UNREA1

  • Birthday 03/13/1993

Online IDs

  • Discord
    UNREAL#9071
  • Steam
    steamcommunity.com/id/unrea1/
  • Twitter URL
    twitter.com/THEREALUNREAL

Profile Information

  • Real Name
    Ricardo Sousa
  • Employer
    PUBG Corporation
  • Job
    Level Designer
  • Location
    Portugal

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  1. This is beautiful @Radix really impressive looking for a Source level, tremendous quality! The lighting and colors from the screenshots are top notch. If you're seriously interested in pursuing game dev, I'll say you're more than capable and it's only a matter of time and persistence. Breaking in is the hardest part but it would be sad to see such talent go to waste . Maybe consider joining some Source mod project you somewhat like to build some team experience? Great job on the map, hope to see it included in the game soon!
  2. Changes coming with version dev17: Changed CT layout to reduce rotation time around this area. Both teams spawn points have been pushed closer to action. Contact points remain the same. Elevator now toggles players solidity once it starts moving to prevent players getting accidentaly stuck. Players can no longer keep "surfing" up past a certain point to avoid death. Improved Kill trigger. Made drop way deeper. This version is now live on the Workshop.
  3. Yes I do agree. I'm making an effort to reduce excess space. Thank you for your comment!
  4. Changes coming with version dev15: Added box stack in left pillar of backsite region to block vision of CT for players coming up ladder and vice versa. Reworked Underpass area to reduce empty space and create more interesting gameplay. Added boost oportunity in drop area. Improved clipping in certain areas. Fixed "infinite" smoke grenade bounce on elevator while going down. Improved ladder interaction. Blocked some C4 stuck spots. Removed bullet and grenade collision from remaining handrails.
  5. Hey guys, long time no see. Thought I'd post this one here to hopefully gather some more feedback. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2928280689 DE_Drop is a vertical Wingman map, featuring a dynamic bombsite that moves down once the bomb is planted. It's a concept I've had sitting in my harddrive for a pretty long time but never got around creating a layout that actually works for it. I finally decided to take on this as a Level Design self challenge in my free time, and this is the first iteration of it. From the first tests I've had with my friends, I think they really enjoyed playing it, every round felt fun in some way. It was particularly fun to see people using less common weapons such as shotguns. However I'm looking to making it feel as polished and legit as it can be, to trully have a chance to be taken as a serious CSGO map with an extremely unique gimmick. Therefore I'm looking for feedback and playtesting more often. I'm aware of some utility problems and bots not knowing what do to once the bomb is planted, and I plan to address them. As you can imagine it's not exactly easy to make this idea work. But there were a couple rules that I established early on for how I wanted it to play out: I want the map to play good and fun without the gimmick. This to me is the most important aspect. The ascendor going down is something that in a balanced match shouldn't happen every round, it should feel special when it happens. If it happens 1 in 4 rounds I'm happy. When the Ascendor goes down, it should remain well connected with the map. This means I don't want it to go too fast, and there need to be paths leading onto it, surfing the wall shouldn't be the only option. No redundant areas. All areas should remain as usable and offer as unique oportunities as possible throughout the map. This applies especially to the under passage, which I tried to design in a way that in the begining of the round works as a 3rd - sneak - aproach to the bombsite that takes longer to navigate, and in end round during a post plant, can be an important route that either team can use to rotate around the site. Verticality should be fun, not frustrating. In the begining it was easy to fall into the trap of making it extremely vertical -for the looks-, but this resulted in not only the layout feeling too massive but also created undesirable angles. Right now I think it strikes the right balance of gameplay and aesthethic oportunity. Least overlap as possible, with 2 layers of level overlapping at most in any location. Overview and provisory callouts: Screenshots time: Bombsite view from front More here: Thanks for checking this out, and again - any feedback is very very welcome. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2928280689
  6. Foda-se, this is great.
  7. Every now and then yeah. Right now it's pretty unrecognizable from this version, I ended up scrapping a lot of the layout and starting fresh after the playtests we held. I wanted to move helipad closer to the middle area of the map, but that basicly implied destroying a big chunk of the map. But it was required to make sure helipad isn't completely cornered and T sided. I wanted CTs to be able to aproach the escape zone from more than 2 different angles, and with the previous version I was struggling to force that change. Progress definetely slowed down after I started focusing on actual work that pays bills, but I make sure to open this up every now and then and make sure it still runs. I'm glad to know some people still care about this project, and I do plan to hold a playtest at some point in the future. Thank you!
  8. Hey. Me and @birjolaxew have been working on a project for an e-sports organization called Offset and have just released it to the public. Map is called OFFSET_Challenge, and it's one of those course maps where you run and kill AFK bots and try to get the best time possible and flex on your friends. https://steamcommunity.com/sharedfiles/filedetails/?id=1909226147 It's been great working on this, and it gave me an excuse to try things I usually don't have a good enough excuse to work on, like the lobby materialize effect we did: Thanks for checking! Feel free to comment if thats something you like doing.
  9. Hello again. Thought it would be a good idea to report that the playtest happened on friday 13th. It went pretty well I would say, a lot of people joined to play/watch the 8v8 Assassination match. Teams weren't exactly balanced from the start but it became very clear we still have a few balancing problems we need to tackle and some layout issues to solve. We have collected a lot of valuable feedback, mostly related to the level and some related to the gamemode. We have compiled a MASSIVE list of changes that we'll be including in the next update, and we hope to submit it for another playtest some time soon. Won't give ETA as I am an incompetent lazy monkey. Some of the changes might be: 200HP VIP VIP gets riot shield Helicopter has 3 entrances instead of just one in the back Better UI ...along with all the possible level improvements that were suggested. I didn't record this video to post it here, but I figured I might as well show what I've been doing since the playtest. Already edited the helicopter, now has 3 entrances, and we've even made some fancy graphics for entrances (team specific too!) and a pseudo HUD for the VIP (still WIP so if you have any ideas please do share, I'm not a UI designer(yet!!)). And might as well take this oportunity to thank every Mapcore member that joined the playtest, it was great and we loved doing it! We hope to have you again next time for an even better, solid experience!
  10. Aight, life took an unexpected turn again but I'm back at it. Here's the workshop link for the map: https://steamcommunity.com/sharedfiles/filedetails/?id=1856409981 In the meantime I've made some significant changes that we thought were needed but I'm pretty confortable with where the layout is atm, so I just put it on the Workshop. We're looking to arrange a community playtest next weekend (probably saturday), if you'd like to join HMU. I've also started investing more time into the art department but that is going stay hidden for a little longer.
  11. Hey that looks pretty sweet tbh, think we wouldn't mind using it at all! Thanks @ZooL.
  12. Not sure if I understand exactly what you mean, because if anything I think the VIP might be the person who gets to spectate less in a round in most situations. You see, if the VIP gets downed (loses all his 150HP) other CTs will have 30 sec to pick him up or VIP will bleed out and the round will end. Whereas another random CT when he dies he'll have to spectate however long the round lasts because him dieing doesn't change anything. Apreciate your comments @blackdog, thanks! Yes, the VIP is selected at random at the begining of each round. We also included a little extra QoL thing, that allows a CT to claim VIP from a bot if one happens to be select to be VIP, similar to how you can take a bomb from a bot in Bomb Defusal maps. Thought about doing this because we can't possibly teach bots how to play the mode, and even tho there's things that can be done optimize their play, ultimately bots are random, and if there's no bombsites or hostages they just do w/e the F they want. So instead of wasting time trying to pretend bots know how to play, we just accepted this is a mode, and somethings just can't be done without propper tools so we just focused on making the player experience better. Both of these features (being able to pickup the VIPs body and being able to claim VIP from bots) work towards making playing with bots still an enjoyable experience, even if they don't really know what to do. Thanks!
  13. I have considered this yes, it was my first thought having the VIP laying on the ground when he's "killed", and team mates could help him get up again. But that felt very imbalanced (atleast in my opinion) because it kind of makes CTs have one more man over the Ts. You could literally send the VIP front line just to get info even if he dies, you get the trade and pick the VIP back up. I feel this solution made more sense, and since its already part of CS (kinda with the hostage mechanic) it could be more intuitive. And it doesn't mess with player numbers, VIP dies, now CTs have minus one player and that's the punishment for them being trash. I really just wanted to give a bit of hope even if the VIP is killed that the round isn't over yet, that said it's still pretty hard to get him on your back because he'll usually die exposed.
  14. They're effectively "dead". Spectating the game as a dead player.
  15. Aight guys, so as promissed here's the feature we had been working on until recently. With that the gamemode logic is pretty much done and bug free for the most part. We had about 50 bugs and ways to break the game but I believe we did a good job at catching all of them. So, basicly I thought since we're making this gamemode our own thing, why not try and improve on the concept. I always thought the main issue of VIP mode was team play. You need an extremely communicative team to really have a chance and enjoy the gamemode. I initially thought about giving VIP sort of 2 lives, where if he goes down once, he could be picked up by a team mate and continue playing with no more extra lives. But that seemed a bit too imba. The next best thing I could think of was making the VIP carriable to the Helicopter if he falls down, while having a bleed out timer. Between our friends, everyone seemed to welcome this change. Resulted in rounds not ending in such an anti-climatic manner, and surprisingly(!) made everything feel more CS-. Basicly the VIP kind of acts as a bomb/hostage carrier. Where its not the end of the world if he dies, but it heavily compromises the round. I'd like to hear Mapcores thoughts on this, and also, I'll probably be running some playtests this weekend privately. But I welcome anyone here to join. Add me on Steam if you're interested.
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