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pularel

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About pularel

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  1. pularel

    Operation: Payback, First Hand

    Mr. beautifull rabbit use gametracker.com for that Anyway, time will be the final judge. We will see what custom maps are still played after 2-3 years and what maps will be forgotten. De_mirage was once a custom map, now it's official. De_torn was official now it's forgotten.
  2. pularel

    Operation: Payback, First Hand

    @FMPONE In spite the fact that your maps are in top 10 on steam workshop, in the real life, i mean on international public servers not just USA, nobody wants to play them so much if at all. I was amazed of the player's reaction to your maps, it was quite unexpected. If you make a statistic of the maps played around the world you will see that the most frequently played CS:GO custom maps aren't even in top 50 on the steam workshop, but still the people prefer them over yours or even the official ones. I wonder why?! Maybe it's the gameplay, maybe it's about how the map's environment makes you feel during the gameplay, i don't know. Indeed your maps are technically well made, they are visually appealing and stimulate people to click subscribe, on the workshop. But that's all. Anyway, you shouldn't feel bad, after all, you earned $18,000. Good luck with the law school!
  3. pularel

    What have you watched recently?

    It has the sickest humor ever! I love it! there are your couple of lines dear Chimeray
  4. pularel

    What have you watched recently?

    movie 43 http://www.youtube.com/watch?v=MHQwLY0M-E8
  5. pularel

    How did you learn what your know today?

    How did i learned what i know today... Back in 2008 i was curious about how the CS1.6 maps were made. There must be some kind of editor i said to myself. Then i started to search the internet and finally i found this site http://www.superjer.com/learn.php . It was perfect for me because i had zero skills and zero knoledge about level design at that time. I blindly followed the instructions provided, step by step. It was like learning an extraterestrial language, but i was eager to do it. After the first compile i opened the game and even though it was just a simple empty room without any skybox, i was amazed and proud of it. The days and months that followed i experimented on other small maps the lights, diferent textures and other entities. I was amazed of what you can do with hammer 3.4. In 2010 i started to use source SDK to make CS:S maps then in 2012 CS:GO SDK. What i know today, level design using Hammer and creating custom textures and sounds, was a slow process of experimenting with diferent elements. Sometimes i learned from tutorials, sometimes i decompiled maps to see how diferent elements were made, what settings were used for diferent entities to obtain a certain effect. I don't know why i do level design, i just like it. It's like an escape from the real world. It's the only place where i can be a child again.
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