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poLemin last won the day on August 20

poLemin had the most liked content!

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About poLemin

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  • Birthday 10/25/1990

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

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  1. Finally got time to finish up a playable version, which is uploaded to the workshop now: https://steamcommunity.com/sharedfiles/filedetails/?id=1862725633 - Feedback is highly appreciated! Let me know what you think. I hope to have time to schedule a playtest soon. Might make some few changes according to initial feedback first tho. For now I'll leave you with some more recent screenshots:
  2. Long time no see! I finally got around to slap somewhat of a layout together, after not having my PC equipment due to moving country. I wanted to keep the layout easy to read and learn, while at the same time, adding a few unique twists to it. Mid control should offer both teams with valuable information and options to attack/defend. I am still fiddling around with some of the timings, but I hope to upload the map to the workshop and have a playtest soon. For now, I leave you with some screenshots from the current state.
  3. Throwing my hat into the ring as well! I'm doing a solo run again and will create a level loosely based on the city of Tbilisi, Georgia. First steps will be gathering reference pictures and drawing a layout idea on paper. More progress will follow Cheers!
  4. poLemin

    Goals for 2019?

    I did not really accomplish the goals I set for 2018. I got distracted a lot by helping other people with their needs and problems, so for 2019, my goal is to focus on my own development again. I didn't really move much in 2018. Time to get going again! > Get maps finished for Classic Offensive > Practice working with Maya and Substance Designer > Re-Do/Update my portfolio > Get married Happy New Year everybody!
  5. 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.
  6. 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.
  7. 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!
  8. 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.
  9. 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!
  10. 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!
  11. 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!
  12. I was surprised that http://www.clement-melendez.com/portfolio/articles/push-pull/introduction/ was not on this list! Please add!
  13. 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
  14. 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.
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