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poLemin last won the day on September 27 2020
poLemin had the most liked content!
About poLemin
- Birthday 10/25/1990
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Steam
poLemin30
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Twitter URL
https://twitter.com/poLemin
Profile Information
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Real Name
Paul Stangl
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Employer
Bongfish GmbH
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Job
Level Designer
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Location
Graz, Austria
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Website
www.paulstangl.com
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NovaSniper77 reacted to a post in a topic:
Big Adventures Contest TOP 10 FINALISTS
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Big Adventures Contest WINNERS
poLemin replied to Rebze's topic in Counter-Strike 2 Big Adventure Contest
Congratulations everyone! Absolutely stunning level of quality here! -
Big Adventures Contest TOP 10 FINALISTS
poLemin replied to Rebze's topic in Counter-Strike 2 Big Adventure Contest
Congratulations everyone! Amazing work! -
poLemin reacted to a post in a topic:
[CS2] Manor (Wingman)
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If that's not the "Gerlachschmiede", I don't know what is. Looks awesome! Excited to see more!
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Time for a short update here: Since the last update for Stage 1, I've been resting and keeping busy with life stuff. But that does not mean that Timber hasn't received some love. @fewseb recently joined me as a Level Artist and is on it to make the map look as best as possible in. Here is a first glimpse at what @fewseb has been working on (CT Spawn): Moving forward, there will be some more gameplay tweaks put in, in order to make the map shine for the FACEIT hub rotation. We will also start working on some custom materials, since for now we've only worked with stock assets. Time to get fancy
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Andre Valera reacted to a post in a topic:
Timber
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poLemin reacted to a post in a topic:
Big Adventures Contest - Stage 1 results!
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poLemin reacted to a post in a topic:
Delayed Announcement Date for maps proceeding to Stage 2
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poLemin reacted to a post in a topic:
Counter-Strike 2 Workshop Q&A
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Andre Valera reacted to a post in a topic:
Timber
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poLemin reacted to a post in a topic:
de_elevation [WIP]
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Time for a small update. Since last time my focus laid mostly on B site. It felt really overwhelming for CTs, not being able to handle the main entrances with just one person, given that the rest of the map required so much CT man power. A site changed since I changed the cover configuration on site and reduced the arch ways under the bridge. It got a little bit to messy coming into this area, so this should result in a bit of a cleaner experience. Other areas got more subtle adjustments with slightly changes of angles, cover placement or detailing. As always, I'll leave you with a couple of screenshots:
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hell yeah
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Heyo! [ Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3275538574 ] Time to throw my hat in the ring with Timber, a bomb defusal map set in a bavarian town, with loads of timber-framed houses, surrounded by an old town wall. It's a theme that has had its grip on my for a long time now. It's due to be done with. Since I started fairly late and still needed to learn the ropes of S2, I'm just doing this on my own, potentially picking up one or two artists who'd be interested in working with me in case I make it to the 2nd stage. The gameplay/layout is based on a few ingredients that I wanted to put emphasis on: Underground route The idea was to have gameplay in the middle section of the map happen on two levels. One is a "north/south" fight, while the other one a "east/west" fight. This was realized by having a sewer section which players can quickly access by jumping into the well shaft. The undergroun section also allows for quick rotations, albeit dangerous due to the limited space. Elevation everywhere While elevation differences are not as high as on maps like Nuke, I wanted to have gunfights happen at slightly elevating ground, forcing the player to react, rather than prefire. I wanted to avoid flatness as much as possible. Landmarks/Subthemes Arguably one of the topics Timber still has a lot to improve on, but I wanted to make sure that players know where they are at all times, which proves difficult in a city map. I tried to eliviate this by having the middle of the map VERY town heavy with lots of houses, while the eastern side is covered by the city wall, and the western side shows more presence of foliage. The southern side of the map is facing a valley, while elevation goes up towards the northern side. A plethora of different towers and spires furthermore help finding one's bearings. Simplicity With this project I'm not trying to re-invent the wheel, but use concepts familiar to players, in order to enhance the ease of getting into a map and enjoy it. I'm aiming for a map that's quick to pick up, while giving players tools to use their own creativity and shine. With that, I'm just going to leave you with a couple of screenshots: Feel free to check out the workshop and let me know what you think https://steamcommunity.com/sharedfiles/filedetails/?id=3275538574 Cheers
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I really like the idea of giving custom maps more exposure that's not just "Here is the map.". The conversation about interpretation and intent of certain elements in maps is fascinating, especially as a mapper myself. I think especially newer mappers can benefit from conversations like that. I appreciate the time you took to talk to me as well as on your map reviews where you go pretty deep into a map's design sometimes. I hope you keep up the good work, and that more mappers come onto your show to share their thoughts.
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Well, I haven't updated this thread at all - Guess I'll just have to present the finished thing to you! Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2240874700&tscn=1601206209 Screenies:
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Hey guys! We are currently looking for a Multiplayer Level Designer to work with us at Bongfish in Graz, Austria. I'll just leave you with the official job posting, but if you have any questions, please don't hesitate to reach out! https://bongfish-jobs.personio.de/job/256315 Cheers!
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Granted, I've neither played the original nor the remake, so I can't comment on that
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As someone who played A LOT of THPS 2 and especially 3, I gotta say, that's a really damn good remake. They didnt just up the graphics and ship the games like they were. A lot of improvements in terms of UI, UX and even some mechanical stuff taken over from the newer games, like Reverts and Wall Plants. As always with THPS games, the soundtrack is phenomenal. It's a mix of the old tracks and a bunch of new ones. I've been disappointed with skating games ever since THPS 4. So I am happy, that they are taking a few steps back and do it "the old way". I am having a blast playing the game, so much so that my fingers hurt already. THPS 1+2 has got to be the best remake/remaster in recent years for me.
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I agree with what is being said here. The map looks stunning - in a positive and a negative way. The particular shot shown above, is something I encountered when playing it as well. You get thrown into this area when leaving CT spawn, and it's unclear were the sections of gameplay relevance are. The connector to mid is hidden because of the U-Shape, The door is kinda hidden due to the orthogonal angle you are approaching it at and the stairs to your right are only in the corner of your eye. The bright light at the back of site draws attention, but only leads to a seamingly meaningless corner. I think the lighting overall looks beautiful, but it doesn't really support gameplay. It's hard to read which parts of the map are important and which are non-playable areas. Again, this is criticism on a very very high level. The map is great, looks stunning and I had a lot of fun playing it (granted when it was a greybox, but only a few things changed since then). Congratulations to the team! It's definitely something to be very proud of ?
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type "getpos" into console and save the result (which will be a setpos-command) in a text file. by executing the setpos command later, you will teleport to that position and view
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Hey guys! Just wanted to drop by and present the first iteration of my new Wingman map Guard. The map is loosely based on the waterfront along Charles bridge in Prague. Since I mostly used stock models for my last map Feast, I am planning on doing some more modeling again and create a nice set of custom models for this map. For now, I don't have much more to say, and just leave you with a bunch of screenshots and a workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2114573427 Cheers!
