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poLemin

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Everything posted by poLemin

  1. poLemin

    Guard [Wingman]

    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:
  2. 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!
  3. Granted, I've neither played the original nor the remake, so I can't comment on that
  4. 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.
  5. poLemin

    [CSGO] Engage

    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
  6. 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
  7. poLemin

    Guard [Wingman]

    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!
  8. Complexity does not equal innovation. You can innovate a level layout without mindlessly adding more and more routes. There is a variety of tools you can work with that are not "paths". One of the reasons why relatively "simple" geometry works well in Counter-Strike is predictability. In Counter-Strike you die very very quickly. If you get caught of guard, you are basically done for since you, as a player, don't have many tools to escape a sticky situation. Being killed from behind is NOT fun. That has nothing to do with "learning the ways of the map". If the map geometry becomes too complex, it decreases predictability, since players cannot rely on their back being safe. Furthermore, and that seems to be the point you are critizing it does make players having a harder time to learn the map. You got to keep in mind, that people will most likely spend their time doing something else, than trying to disect your complex layout just to master it. People don't do that. To give some feedback on the acutal piece: I think that's a pretty good starting point. I agree with @Interfearance that it could use some simplification in some parts. Parts of the map also feel a little cramped, like the CT area on mid. Furthermore there are a bunch of very long, straight and fairly bland routes, especially leading East and West from CT spawn. Routing for CTs that wanna go mid, feels a little weird since you have to run a "U-Shape" followed by a "S-Shape". Might be a little tedious to navigate. Retaking A side for CTs seems tough, since they have hardly any cover at close to the site. Keep it going! Hope to see the layout ingame soon Good job so far
  9. And here we have a prime example of why it shouldn't be released - Thanks for demonstrating
  10. Contratulations to the winners! With so many great maps in the top10, almost none of them would be surprising to be featured in the top4. This contest has produced an incredible amount of great maps. Glad to see it rewarded for some! Well done everybody!
  11. Uploaded some fun comparison sliders to my website - Check out the progress done between the last playtested version and the final result: http://www.paulstangl.com/feast/
  12. Too bad man. I hoped to run a Georgia double with you ;D Hope you keep working on it! looks really promising
  13. Already fixed, thank you for noticing!
  14. After a tough crunch time and several screenshots flipped, I can happily present my submission for the contest: https://steamcommunity.com/sharedfiles/filedetails/?id=1984227885 There are a few areas (specifically custom content) where I would have liked to get some more work in, but since I did a solo run, I had to settle on something manageable. I am happy with the result, and hope you guys like it too I'll leave you with some screenshots. And some more:
  15. Thanks for the input! That's great
  16. poLemin

    [RELEASED] Manor

    Took a break from the current contest and dug this one up again after exactly 2 years. Changed some covers around the Bomb sites, adjusted timings for mid and updated lighting and radar https://steamcommunity.com/sharedfiles/filedetails/?id=1217276839 Now back to work on the contest map!
  17. Slowly starting to art this baby up - Still figuring out the style that I want to go with and am comfortable with in order to finish the map in time
  18. More progress: This time I focused mainly on the bomb sites themselves since they felt a little boring and one-dimensional. I added a bunch of cover, especially more half-cover and added a bit of height variation to spice things up a little bit. I also started working on custom art assets, but those are still in heavy WIP. New version is available on the workshop if you'd like to check it out: https://steamcommunity.com/sharedfiles/filedetails/?id=1984227885
  19. After the MapCore playtest it was clear that a bunch of changes needed to happen. Mid seemed to be a big problem because of misjudged timing. In addition a lot of the one-way drops that can be overcome with skill jumps seemed to disruptive to the flow. Furthermore people complained about A-Site a lot, so I gave it a complete overhaul. Time is running low, and I am worried about finishing this project in time. However I will try my best and keep going. Workshop update is still pending on approval, but here is some progress: Cheers
  20. Finally got time to finish up a playable version, which is uploaded to the workshop now: https://steamcommunity.com/sharedfiles/filedetails/?id=1984227885 - 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:
  21. 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.
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