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text_fish

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text_fish last won the day on July 8

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About text_fish

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    Regular
  • Birthday 06/22/1983

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  • Real Name
    Joe Salter
  • Location
    Bristol, UK

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  1. I'd say the proliferation of "clean" maps in CS has more to do with readability than technology. The kind of grime Interfearance seems to desire is visually noisy, which just isn't a good fit for classic CS gameplay.
  2. Don't expend too much energy on beautifying the graybox. With a gruelling artpass on the horizon, there's no sense in duplicating your workload.
  3. Yeah I think there is a place for water in CS:GO maps, but it definitely has to be an intentional part of the gameplay design.
  4. Heh. Nah, I can see how you'd think that from the radar, but the sea-level ends at about the second gridline (15) from the bottom, though there will be some evidence of flooding further up from high tides. An earlier version had more water in the playable area, but thematically I thought it felt a little gimmicky, and also meant I couldn't have a big sandy beach to run around on.
  5. Someday! I realise that may have sounded a bit like "Sunday", but I'm happy to confirm that it will not be Sunday, as I will be holidaying in real Cornwall and hopefully taking some useful reference shots.
  6. People keep employing me (don't they know I have a very important mapping competition to lose?) which has slowed down progress, but I got a chance to experiment with my English seaside village aesthetic the last few days: I want to add a bit more volume to that wisteria tree, but it's already heavier on the poly's than I intended so I'm going to need to get a bit more creative with it. Not too happy with that fence, but it's important to control movement and sight-lines. I might try raising the wall and if all else fails I'll add "Slightly less ugly fence" to my ever-growing list of assets to create. The beginnings of a seaside ice cream stand. The finished piece will have a nicer base, and some signage. Salty's Wholesale Fishing Supply Co. because in another life people know me as Salty instead of Text Fish. Gotta change that horrible orange text at some point. To the bottom left you'll see where I've been experimenting with hacky ways to make a sea-wall out of displacements and Valve props, but I think I just need to open Blender and make something bespoke. That's all for now folks, see you next time.
  7. You should probably sell yourself a bit more if you're looking for somebody to team up with. Nobody wants to work with an "ideas guy", so what substantial technical and creative skills do you bring to the table?
  8. Everyone in 2013 was a cunt. Nowonder humanity's on a terminal spiral in to the depths of mediocrity.
  9. There was a hostage map years ago (possibly Condition Zero if not 1.6) that had a crashed plane in a jungle. It was a cool theme, I can't really remember if the layout was any good though.
  10. Something about the layout (probably mid, if that's a bridge?) makes me think of de_losttemple which was one of my favourite css maps, so I can't wait to have a run around this!
  11. Also you have to queue to get in to the higher bombsite!
  12. Thanks for the clarification!
  13. Sorry Kodiak I think this entry might fall foul of Rule 4 of the entry guidelines, which you can read here:
  14. Don't waste too much time and effort redesigning your layout for bots, they behave nothing like humans so you run the risk of imbalancing the map. In my experience terrorist bots always have a preferred bombsite, probably the closest or easiest to navigate to. If you want to test their timings and approach to the other site you could temporarily cordon off the other one. Personally I find it quite useful to have competitive twitch streams running on my second monitor whilst I'm designing/building/tweaking layouts as it keeps me in the mindset of a human player. Ultimately the only important test is getting 10 real humans to have a few actual games on your map and collect their feedback.
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