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sven

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  1. Like
    sven got a reaction from Nexusdog in de_holland (WIP) + introduction   
    Thanks for your comments!



    You are certainly correct that the layout is not very realistic. I put the windmill facing the map, because that is the most interesting visually. It also faces the sun in this way, which gives some nice shadows in and around the mill from the moving (look closer ) sails. I think I can do three things: 1, leave it as is. 2, rotate the mill 180 degrees so it faces the water. 3, change the windmill to a type that better fits the non-rural setting, something higher, like this:



    Generally though, I think realism should not be overrated in a non-simulation shooter, as long as it does not break the suspension of disbelief too much. Many CS maps can be quite unrealistic. From the top of my head: cs_office: why is there graffiti on the inside of a private, closed office parking garage? Why are there two huge container obstructing the garage, even the parking spot for disabled persons. Hell, why is there even such a special parking space, when all entrances to the actual office require stairs, surely that is a violation of accessibility requirements! Why are there no cars in the garage when there are obviously hostages at the office? Why are there file cabinets in the middle of the hallways? If they were placed there by the terrorists as barricades against the CT's, surely they could have put up better blockades at the doors! Why are the hostages dressed in orange jumpsuits, did the terrorists bring them, or where the office employees escaped prison inmates? How do the goods get delivered to the market in Italy, when there are only narrow alleys that open up to that square? There are zero scooters or bikes or cars or parking spaces in cs_italy. Why are there huge bales of hay in the middle of the the village of de_inferno, without a farm in sight? There are some car wrecks and even two trucks in inferno, but there is no route that those cars could possibly have taken. Why are the british SAS fighting on German territory in de_nuke? Wouldn't that would spark an diplomatic crisis. Would counter-terrorists really use incendiary grenades in a hostage situation in an office? Why can't that helicopter scout the map from above in aztec and Vertigo? I could go on and on . Does it make CS GO a bad game? Does it make those maps less fun? Does it bother players when playing? Not really I think. So I will see what I can do make the map look as realistic as is necessary/desired, but fun comes first IMHO. Rotating the windmill late in the should be a relatively painless process. I need to remake the whole thing anyway, it is now just a squarish placeholder.



    I did a crude dev_texture version before, but I felt that realistic textures and some basic props help me to get a better sense of scale and feel of the the map.

    As for the bombsite in the church, yeah, I'll try to avoid major controversy. But as far as I know religious things have (perhaps surprisingly) never been a big problem in other maps. The only thing I can think of is of kids getting in trouble for recreating their high school to enact virtual school shootings.



    Yeah, that might be the most difficult balancing act for me. When I made that list of all the elements I wanted in there, I thought: "damn, this is way too much!" But on the other hand, the map needs a border, so why not make it a beach? The map needs some buildings, so why not make it a church? I need some cover, so why not make it some cargo containers? Of course, if it proves to be too much, I might scrap, unify, or harmonize things.

    You made some good points about the lighthouse. It can be outside the game area and still be a good visual element. There is no snipers nest in the top of the lighthouse or something, but the current layout does need some form of building in that place. I might put the lighthouse further away, and put a different building its current place.

    Your Texel island reference indeed shows the lighthouse to be away from a village area, but on the other hand, Terschelling (a smaller island, so maybe more similar to what I'm aiming for), has a lighthouse surrounded by houses:
    Also see this picture of Goedereede which has a lighthouse and a mill close to village houses:




    Yeah, I certainly noticed that too. I read somewhere else that it might have something to do with the geometry and textures behind the water brushes. So it bothers me too, but I'm not focusing on water optimization at this stage. I would be happy to test some things out if you make new discoveries .

    All in all, thanks a lot for your comments! I will of course update this thread as I make new iterations .
  2. Like
    sven got a reaction from Nexusdog in de_holland (WIP) + introduction   
    I edited this post to put some non-essential language in spoiler tags, to prevent killing readers with a wall of text .
     
    Hi everyone,

    Sven here, I'm new here on mapcore. I'm working on a map for CS:GO, and people on this forum seem to have a lot of experience and insight in (multiplayer) mapping, so I figured I should join this forum to benefit from your insights ^^ .

    I started experimenting with level design with the scenario editor for Age of Empires 2 and with SWAT 3, which used Worldcraft. I never really got far with that, probably because I was a bit too young and didn't yet speak english good enough to make sense of the interface and documentation.

    I played the original counter-strike occasionally, but I prefered Team Fortress Classic and Day of Defeat. When HL2 came out, I toyed around with mapping, but never did very substantive things.

    With CS GO being my go-to FPS nowadays, I felt inspired to try and make a map.
     




    I started with sketches, then made some very, very rough brush layouts, then I did some testing with bots and made modifications. After I was convinced the gameplay could work, I started from scratch with that layout in mind. Currently, I am satisfied with the general layout. All texturing, lighting, props, details, displacements, etc. are basically just placeholders, so try not to pay too much attention to those things .




    Some inspirational images to give you an idea of what i am aiming for: http://imgur.com/a/v9ScI

    Some screenshots. Keep in mind that everything is very WIP: http://imgur.com/a/aOGUh

    Well, that was a long story... All comments, questions, criticisms, etc. are most welcome, and I hope I'll see you on a playtest some time .
  3. Like
    sven got a reaction from [HP] in GTA V   
    Are those pictures meant to imply that GTA is racist? Because I'm pretty sure the missions involving the white protagonists did not involve helping elderly ladies cross the street.
  4. Like
    sven reacted to FMPONE in Natural Selection 2 - Biodome   
    NS2 requires its own almost light-optimization pass, because you start using a hundred lights to achieve the results you want, but upon later analysis find ways to achieve the same final results using less light entities. Haven't run into that problem on Source, honestly
  5. Like
    sven reacted to Puddy in CS_AGENCY   
    my rome 2 save got corrupted and i was bored...
     
    i made a trailer
     
    http://www.youtube.com/watch?v=-GDcolgQ-x8
  6. Like
    sven got a reaction from Thrik in de_holland (WIP) + introduction   
    After the previous play test, I made quite a few changes. Some things from the top of my head:
     
    CT's complained that the shortcut to B over containers took too many jumps -> so I made a ramp to turn 2/3 jumps into 1 smooth movement. Timing seems pretty much unaffected.
     
    Made the wind mill inaccessible to focus action to the other paths. Previously you could enter the wind mill and enter the tunnel system or snipe from the top. 
     
    Removed all the tunnels (basically around 4 different paths). Only one tunnel now, and it is very short and straight forward (litterally). 
     
    I removed the ramp that gave T's another way to A. Instead of this ramp and the tunnels, I added a more straight forward and visual route from T spawn to A and B, which is also slower and more exposed. 
     
    Simplified the side route with the bunker. Flanking is still possible for both teams, but now maybe a bit more predictable.
     
    Improved the player clipping and and models a bit, though this is still all pretty much placeholder and WIP.
  7. Like
    sven got a reaction from Thrik in de_holland (WIP) + introduction   
    I edited this post to put some non-essential language in spoiler tags, to prevent killing readers with a wall of text .
     
    Hi everyone,

    Sven here, I'm new here on mapcore. I'm working on a map for CS:GO, and people on this forum seem to have a lot of experience and insight in (multiplayer) mapping, so I figured I should join this forum to benefit from your insights ^^ .

    I started experimenting with level design with the scenario editor for Age of Empires 2 and with SWAT 3, which used Worldcraft. I never really got far with that, probably because I was a bit too young and didn't yet speak english good enough to make sense of the interface and documentation.

    I played the original counter-strike occasionally, but I prefered Team Fortress Classic and Day of Defeat. When HL2 came out, I toyed around with mapping, but never did very substantive things.

    With CS GO being my go-to FPS nowadays, I felt inspired to try and make a map.
     




    I started with sketches, then made some very, very rough brush layouts, then I did some testing with bots and made modifications. After I was convinced the gameplay could work, I started from scratch with that layout in mind. Currently, I am satisfied with the general layout. All texturing, lighting, props, details, displacements, etc. are basically just placeholders, so try not to pay too much attention to those things .




    Some inspirational images to give you an idea of what i am aiming for: http://imgur.com/a/v9ScI

    Some screenshots. Keep in mind that everything is very WIP: http://imgur.com/a/aOGUh

    Well, that was a long story... All comments, questions, criticisms, etc. are most welcome, and I hope I'll see you on a playtest some time .
  8. Like
    sven got a reaction from Thrik in de_minaret WIP   
    While the general theme might feel a bit too much like dust/dust2 to me, the gameplay and lighting are different enough to appeal for me . I like the overpass/ramp area mid.
     

     
    The left route from T spawn to B annoyed me a bit, since it involves doubling back over those ramps. You have to run quite a bit to get there, then you go on the ramp, basically run back, then do a 180 and run to B. This might be due to timing/balance, but maybe there is a better way to achieve that. Also, that opening to mid (seen on the right of the above image) is a bit to subtle, especially compared to that left ramp to B. On the one hand having a very noticeable and a less noticeable route is not a bad thing, but if you want you can draw more attention by adding props, signs, and/or lights.
  9. Like
    sven got a reaction from Seldoon182 in Tech Support   
    overclock.net forums has the Dust Brothers thread. It will give you an idea of how dusty a computer can get.
     
    Some gems:
     

     

     

     
    EDIT: most newer mid end gpu's are pretty capable of running current games on 1920*1080. More than 1GB of video RAM is not very important unless you are running a resolution higher than 1920*1080/1200, multiple monitors, or using very high texture pack mods.
     
    You could check out reviews for the AMD 7790 and Nvidia 650 Ti Boost, or go up a level to the 7850 or 660, which are probably significantly better.
  10. Like
    sven got a reaction from Jord in Oculus Rift   
    That thing is from 1992, cost $60,000, had about 4 games, weighed a ton, and showed you this: 
     
    http://www.youtube.com/watch?v=L60wgPuuDpE
     
    Looks to be non-3D,  no wide fov, low frame rate.
     
    Soon, you will be able to get the Virtuix Omni and the Oculus Rift for around $750 (on top of your which shows you the latest next gem games in 60 fps, 3d, wide fov, on a 350 gram headset.
  11. Like
    sven got a reaction from syver in Oculus Rift   
    That thing is from 1992, cost $60,000, had about 4 games, weighed a ton, and showed you this: 
     
    http://www.youtube.com/watch?v=L60wgPuuDpE
     
    Looks to be non-3D,  no wide fov, low frame rate.
     
    Soon, you will be able to get the Virtuix Omni and the Oculus Rift for around $750 (on top of your which shows you the latest next gem games in 60 fps, 3d, wide fov, on a 350 gram headset.
  12. Like
    sven got a reaction from Beck in DOTA 2   
    I am by no means a super great player, but I have played quite a few hours of Dota 2. If anyone wants some help or coaching, feel free to send me a private message with your steam name or something. I think Dota really rewards experience and knowledge, so tips from someone who knows about most (i think) aspects of Dota might give you a better start than I had (learning from scratch).
     
    In the earliest beginning, there is something to be said for sticking to one or two or three heroes (like Lich, Dragon Knight, Tidehunter, Lion, Viper), so you can focus on the general aspects of the game (farming, creep flow, ganking, vision,  etc.) instead of having to focus on "what the hell do my skills do?" and "what items should I get on this hero?".
     
    Re: Terrible UI, other moba's: I have never played the original Dota, nor League of Legends, nor HoN, though I have seen some gameplay videos from all of the above. I think that if you haven't played those other games, you might not miss some of those features. For example, the last hit/deny counter is plenty big for me. It doesn't matter that much (you can generally tell how well you are doing by looking at your gold, level, items, etc.)  so the numbers do not need to be in your face imho. 
    Regarding the names of the heroes being cut off during grid view pick phase: yes, that is silly and should definitely be fixed, though I never noticed.
     
    Controls: I play with WASD to control the camera. Years of playing FPS make that feel very natural for me. Downside: you lose 4 hotkeys that you could otherwise use for skills or items. Upside: you can always keep your cursor on a creep you want to last hit, or the enemy you want to target, even while moving the camera. And you can always use edge-pan anyway if you want to in a certain situation.
     
    Items: there are quite a few items, but generally every item has a pretty specific place in the game, depending on type of hero (support/carry/ganker/etc,, ranged/melee), stage of the game (early/late), etc. When you play different heroes, you will experience what items are good in different situations. 
  13. Like
    sven got a reaction from Taylor in DOTA 2   
    I am by no means a super great player, but I have played quite a few hours of Dota 2. If anyone wants some help or coaching, feel free to send me a private message with your steam name or something. I think Dota really rewards experience and knowledge, so tips from someone who knows about most (i think) aspects of Dota might give you a better start than I had (learning from scratch).
     
    In the earliest beginning, there is something to be said for sticking to one or two or three heroes (like Lich, Dragon Knight, Tidehunter, Lion, Viper), so you can focus on the general aspects of the game (farming, creep flow, ganking, vision,  etc.) instead of having to focus on "what the hell do my skills do?" and "what items should I get on this hero?".
     
    Re: Terrible UI, other moba's: I have never played the original Dota, nor League of Legends, nor HoN, though I have seen some gameplay videos from all of the above. I think that if you haven't played those other games, you might not miss some of those features. For example, the last hit/deny counter is plenty big for me. It doesn't matter that much (you can generally tell how well you are doing by looking at your gold, level, items, etc.)  so the numbers do not need to be in your face imho. 
    Regarding the names of the heroes being cut off during grid view pick phase: yes, that is silly and should definitely be fixed, though I never noticed.
     
    Controls: I play with WASD to control the camera. Years of playing FPS make that feel very natural for me. Downside: you lose 4 hotkeys that you could otherwise use for skills or items. Upside: you can always keep your cursor on a creep you want to last hit, or the enemy you want to target, even while moving the camera. And you can always use edge-pan anyway if you want to in a certain situation.
     
    Items: there are quite a few items, but generally every item has a pretty specific place in the game, depending on type of hero (support/carry/ganker/etc,, ranged/melee), stage of the game (early/late), etc. When you play different heroes, you will experience what items are good in different situations. 
  14. Like
    sven got a reaction from leplubodeslapin in MapCore CS:GO Playtesting 3.0   
    My map de_holland was supposed to be tested, but I had some last minute issues with pakrat (cubemaps, nav files, radar, etc.). I think I have figured it out now, so I hope we can playtest de_holland next time . OrnateBaboon, thanks for your time and effort, and I am sorry for making you crash .

    My feedback:

    cs_mass. Tunnels seemed more clear now, which is a good thing. The outside sniper position near T spawn (overlooking the alley) seemed a bit too powerful, but wasn't really an issue while playing. It might be a bitch for the CT's if they have a really good awp'er, but then again, CT's can go indoor or via tunnels.

    There were several openings between walls and pillars etc. that might invite too much camping. Here is one near the CT entrance: http://i.imgur.com/RueLKFW.jpg . Leplubodeslapin has a screenshot of some other gaps, with some good feedback. Like he said, I think you should either cover it up, or make the gap a bit larger and more brightly lit, so that it isn't such a nasty camp spot.

    The scaffolding inside and outside looks very inviting. Perhaps you can make it more clear that you cannot climb or enter it? Or make it climing of course .

    I felt that the HDR was too strong, it was hard to see from outside to the inside. You can do several things to fix it. Change tonemap_ctrl settings, change env_sun settings (lower BrightnessScaleHDR), and/or put more/brighter lights indoors, especially at transitions from outside to inside.

    de_venezia. Most areas looked pretty cool and interesting. The layout was a bit confusing at first, but I guess that is also part of playing it for the first time. I felt it was a bit awkward that at CT spawn, you spawn on a pretty high ledge. The most natural thing is to just jump down, but the height made it feel as though you might take falling damage. Turns out that you don't, but it feels a bit weird. You should add a bunch of player clips around the arches, there were several places where you could stand on the arches, allowing for weird camping and when I stood on one of the aches and jumped, I could see over the wall (didn't look intentional).

    Hadn't played cs_siege before. Holy shit does that map look amazing. Bit dark in the tunnels and perhaps too big for 5v5, but wow.
  15. Like
    sven got a reaction from OrnateBaboon in MapCore CS:GO Playtesting 3.0   
    My map de_holland was supposed to be tested, but I had some last minute issues with pakrat (cubemaps, nav files, radar, etc.). I think I have figured it out now, so I hope we can playtest de_holland next time . OrnateBaboon, thanks for your time and effort, and I am sorry for making you crash .

    My feedback:

    cs_mass. Tunnels seemed more clear now, which is a good thing. The outside sniper position near T spawn (overlooking the alley) seemed a bit too powerful, but wasn't really an issue while playing. It might be a bitch for the CT's if they have a really good awp'er, but then again, CT's can go indoor or via tunnels.

    There were several openings between walls and pillars etc. that might invite too much camping. Here is one near the CT entrance: http://i.imgur.com/RueLKFW.jpg . Leplubodeslapin has a screenshot of some other gaps, with some good feedback. Like he said, I think you should either cover it up, or make the gap a bit larger and more brightly lit, so that it isn't such a nasty camp spot.

    The scaffolding inside and outside looks very inviting. Perhaps you can make it more clear that you cannot climb or enter it? Or make it climing of course .

    I felt that the HDR was too strong, it was hard to see from outside to the inside. You can do several things to fix it. Change tonemap_ctrl settings, change env_sun settings (lower BrightnessScaleHDR), and/or put more/brighter lights indoors, especially at transitions from outside to inside.

    de_venezia. Most areas looked pretty cool and interesting. The layout was a bit confusing at first, but I guess that is also part of playing it for the first time. I felt it was a bit awkward that at CT spawn, you spawn on a pretty high ledge. The most natural thing is to just jump down, but the height made it feel as though you might take falling damage. Turns out that you don't, but it feels a bit weird. You should add a bunch of player clips around the arches, there were several places where you could stand on the arches, allowing for weird camping and when I stood on one of the aches and jumped, I could see over the wall (didn't look intentional).

    Hadn't played cs_siege before. Holy shit does that map look amazing. Bit dark in the tunnels and perhaps too big for 5v5, but wow.
  16. Like
    sven got a reaction from Vilham in MapCore CS:GO Playtesting 3.0   
    My map de_holland was supposed to be tested, but I had some last minute issues with pakrat (cubemaps, nav files, radar, etc.). I think I have figured it out now, so I hope we can playtest de_holland next time . OrnateBaboon, thanks for your time and effort, and I am sorry for making you crash .

    My feedback:

    cs_mass. Tunnels seemed more clear now, which is a good thing. The outside sniper position near T spawn (overlooking the alley) seemed a bit too powerful, but wasn't really an issue while playing. It might be a bitch for the CT's if they have a really good awp'er, but then again, CT's can go indoor or via tunnels.

    There were several openings between walls and pillars etc. that might invite too much camping. Here is one near the CT entrance: http://i.imgur.com/RueLKFW.jpg . Leplubodeslapin has a screenshot of some other gaps, with some good feedback. Like he said, I think you should either cover it up, or make the gap a bit larger and more brightly lit, so that it isn't such a nasty camp spot.

    The scaffolding inside and outside looks very inviting. Perhaps you can make it more clear that you cannot climb or enter it? Or make it climing of course .

    I felt that the HDR was too strong, it was hard to see from outside to the inside. You can do several things to fix it. Change tonemap_ctrl settings, change env_sun settings (lower BrightnessScaleHDR), and/or put more/brighter lights indoors, especially at transitions from outside to inside.

    de_venezia. Most areas looked pretty cool and interesting. The layout was a bit confusing at first, but I guess that is also part of playing it for the first time. I felt it was a bit awkward that at CT spawn, you spawn on a pretty high ledge. The most natural thing is to just jump down, but the height made it feel as though you might take falling damage. Turns out that you don't, but it feels a bit weird. You should add a bunch of player clips around the arches, there were several places where you could stand on the arches, allowing for weird camping and when I stood on one of the aches and jumped, I could see over the wall (didn't look intentional).

    Hadn't played cs_siege before. Holy shit does that map look amazing. Bit dark in the tunnels and perhaps too big for 5v5, but wow.
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