Jump to content

poLemin

Members
  • Content Count

    169
  • Joined

  • Last visited

  • Days Won

    3

poLemin last won the day on August 13

poLemin had the most liked content!

1 Follower

About poLemin

  • Rank
    Regular
  • Birthday 10/25/1990

Online IDs

  • Steam
    poLemin30
  • Twitter URL
    https://twitter.com/poLemin

Profile Information

  • Real Name
    Paul Stangl
  • Employer
    Bongfish GmbH
  • Job
    Level Designer
  • Location
    Graz, Austria

Profile Fields

  • Website
    www.paulstangl.com

Recent Profile Visitors

2,807 profile views
  1. poLemin

    Hypothetical-Contest Rules Voting

    Ugh yes - Please no delays/shifting deadlines. They almost killed me twice. Yes, I got a better product in the end, but I felt punished for planning/managing my time accordingly and it was way more stressful. Especially when there is a surprising shift which extends the contest into christmas holiday time.
  2. poLemin

    Level Design Help Files

    I cannot tell with certainty if what you want is actually doable, but if you look at Canals, you'll see that Valve painted the sun into the 2d skybox and have a more detailed sprite in front of it. That way, the sun is somewhat reflected in the water.
  3. poLemin

    [CSGO] Victoria

    I like the idea of the window and seperating the bridge approach from the actual site. I get some very nice de_contra vibes there! Love it. Don't forget to add clip brushes here before the next playtest. I feel like this headpeek could be very strong, while still open to the bridge window. Players would tend away from using it if the movement is as choppy as shown in this gif. Great progress guys! Hope you'll release the next version soon. Eager to check it and take part in another playtes!
  4. poLemin

    CS:GO - Shadows on slim surfaces are very dark

    Groups do not have an impact. What @ElectroSheep probably suggested is to tie several brushes into one func_detail. func_detail, like most brush entities, can consist of several brushes. So select for example all trims around a certain building, hit CTRL+T and tie them to one func_detail. If you want to manipulate single pieces of it later on, use the ignore group function (the "ig" button on top), to be able to select them individually.
  5. poLemin

    CS:GO - Shadows on slim surfaces are very dark

    I don't know if it's a typo or if you acutally approached it incorrectly, but you might want to lower the Lightmap scale of such surfaces. Try values of 4 or 2 for such thin brushes. This should not be done for large brushes where only a tiny part is visible to the player tho. My general advice however would be to replace some of these detailed brushes with trim or frame models. Especially, since you are scratching the brush limit already. BSP based detailing should not be a thing anymore. At least not of this magnitude. For the "larger" surfaces like the downside of the roof, I would suggest splitting the brushes accordingly and adjust the lightmap scale if necessary. Hope that helps!
  6. poLemin

    [CSGO] Victoria

    I like the look of mid. It's way clearer now where fights are happening. Big improvement. Two things that you might want to consider: The boost at mid to the right is a pretty large area. People can easily maneuver on it. I would restrict player movement up there a little bit. I'm not saying to copy Cache's boost, but think of how that boost feels. First part feels very clumsy if it's more than one person, then you have to cross the enemy's line of sight, and then you have some more breathing room, but no actual corner to tuck yourself into. I also can't tell by the gif whether boost is visible from the bridge over the left hand side bomb site. Second thing i would to rethink is this plank jump. It seems like you've increased the difficulty compared to the last time. In my opinion, this would lead to a situation where you can enhance ONE spawnpoint, but not more. Reason behind that, is that features like jumps, boosts, ladders ect, slow players down and this gets enhanced greatly if it's more than 1 player traversing that path. You gotta have perfectly synchronized and flawless movement to take advantage of this as a team. If you mess up, you kill yourself and potentially people coming behind you since they bump into your falling model. One thing that could still make this viable, is a small platform underneath that leads back up to the highground on the left. If you fall down and or cannot make the jump, you don't lose your (and potentially your team mates') life, but a significant amount of time. Keep going! I really like your progress. This is gonna turn out to be amazing!
  7. poLemin

    [WIP] de_biome

    Nice improvements! Looks awesome! I am not a big fan of that enclosed cubby on A site, but that's a personal opinion. It just feels terribly annoying to clear, since you have to swing around the entire site to check it and people there just need to aim at the entrance. Maybe make it a little bit smaller, so wall spamming is a little bit more reliable for clearing it? Secondly, I'm a little sad that you kind of copied the bomb site landmark from B to A. By that i mean having this office room overlooking the site. I liked how the sites had two different approaches, both gameplay-wise and visually. Keep up the good work - Exciting to see more improvements to an already great map!
  8. poLemin

    Level Design Help Files

    I was surprised that http://www.clement-melendez.com/portfolio/articles/push-pull/introduction/ was not on this list! Please add!
  9. poLemin

    [CS:GO] Chalice (Wingman)

    The outside area looks amazing and the layout looks interesting in the overview. I'll give it a try later today! I feel like the indoor area does not really fit the rest of the scenes, especially the clean texture on both the ceiling and the columns. And the plant pots from berth do not fit well in my opinion. Keep the good work coming! Excited to try this one out
  10. poLemin

    New Map - First time (minor error)

    When you cannot select a team, it very often is a spawn point issue. Check whether you have spawn points in the area that you are compiling. Also make sure to let them float slightly above the ground. If the spawn point collides with the level's geometry, it will be considered invalid. Hope that helps.
  11. Congratulations to everyone! Well done! The amount and quality of maps brought by this contest is truely amazing. Thanks for organizing it!
  12. poLemin

    [HL:DM] Tension

    Definitely looks fun! I personally like the amount of ladders. I feel like HL DM is the only multiplayer game where ladders in combat areas play nicely. I'd suggest to try to get rid of some of the "pyramid" crate stacks or vary them in size. It looks like you copy-pasted them just for the sake of having more cover. Good job! Keep going!
  13. poLemin

    Goals for 2018?

    My goals are basically the same like last year. - Learn new stuff - Push myself out of my comfort zone - Get stuff done In specifics: - Improve in Substance Designer and Maya - Pick up working with Substance Painter - Finish at least one mapping related project (Still haven't decided whether I want to re-work/"re-polish" Manor or start something fresh) 2017 has been a weird and slightly frustrating year in general. So off we go to 2018 with lots of lessons learned!
  14. Congrats to everybody who made it to the Top10, but also to everyone who was able to finish in time! It's quite an accomplishment by itself!
×