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will2k

Mapcore Staff
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Everything posted by will2k

  1. Enjoying some Cities Skylines. Very nice game and it brings lots of nostalgia from the SimCity 3000 days in 1999-2000. It does get a bit hectic when your city grows beyond the 100,000 mark in population; I need an assistant mayor, hiring now
  2. Mirror's Edge (grazie @blackdog )
  3. Planning to see it very soon. Leo got the Golden Globe for this role and if he doesn't get the Oscar too, somebody gonna get hurt (Russell Peters quote ) I agree with you. This is not Eastwood's best; the fighting scenes are well orchestrated and realistic, the secondary actors are more or less convincing and there are some tense moments in the movie, but it feels stiff, predictable and cliche'd. This is probably because they need to stick to the book/autobiography that the movie is based on, in addition to some additional dramatization to pay tribute to Chris Kyle.
  4. @FMPONE that's a MAJOR layout change especially around A, B and CT spawn. I liked the connectors in the previous versions (even before the first layout shown here - circa october 2015) but I guess all the "confused" players nagging about the layout took its toll at the end Best of luck with the new version, great map. PS: for the dates on the screenshots, don't you mean Jan 2016 and Nov 2015 instead of Jan 2015 and Nov 2014?
  5. That's why I said it's an average movie, not a mesmerizing piece of art and not an utter failure. Any rating between 4 and 6/10 would be spot on for this movie
  6. It's not a masterpiece, but it's not a flop either. Not a bad movie overall, with a slightly depressing tone, but that's to be expected in a wilderness survival after a plane crash I watched "American Sniper" this weekend
  7. you're welcome. @Vaya: hey buddy, welcome back. I still believe layout tweaks will solve most of the hostage rescue issue. However, in the event that some scripting needs to be done, then it will probably be a new game mode (probably non-official third-party mode, not from Valve themselves). In this case, the new game mode will have its own set of rules for rescuing the hostages that will include where to go/stay after reaching the hostages. It's way too early now to envision this , but this is how I see it working in a distant future, if needed.
  8. Despite being outdated and limiting, Source still got some tricks up its sleeve. You can create totally new gamemodes for CSGO using Vscripts; that's why I said in an earlier comment that we should start by using simple layout tweaks for hostage rescue scenario. If nothing works out, we can then turn to maybe scripting a new alternative gamemode
  9. Here you go An Introduction to VScripts - Part 1 An Introduction to VScripts - Part 2
  10. Non, plutôt Francophone Glad to hear about windows phone, will be awaiting for it.
  11. T'as pas oublié quelque chose?...Windows Phone Congrats on the release and now hurry up for the other platforms , can't wait to check it out
  12. I watched it based on your recommendation ; good movie, recommended to watch. I liked how it shows that there is no black and white rather grey areas. there is no right or wrong in the absolute, it's all about perspective. I also watched "The Grey"
  13. I'm back Thanks everyone for keeping the ideas and suggestions flowing; the stream of good ideas was awesome and kinda exceeded my initial expectations @El_Exodus's idea of having the rescue zone in a relatively new area of the map not initially accessible sounds good and doable. The "inconvenience" I see is the map overall size/area could grow considerably thus putting off some players. One should also note that if the new area is relatively big, then players will have to basically learn 2 layouts: the initial map where they push for hostage zones then another layout where they run for rescue zone. Just a thing to keep in mind when doing this alternative solution but it certainly deserves some test maps to see how it flows Having CTs wait for 30-40s at hostage zones for extraction seems a good way to mimic Ts defending a planted bomb, but it will require a rewriting of the game mode from Valve (or maybe some heavy third-party Vscripts ending up in a new game mode?); I believe for the moment we should stick to simple layout tweaks to improve hostage rescue. If after plenty of test maps, we realize that nothing worked, then we could turn our way to Valve cheers everyone and let's see some "experimental" cs_ maps flowing.
  14. Greetings everyone I'm not home nowadays and don't have much access to the internet so my replies are...slow. Hopefully, I'll be back in full force by next week . The ongoing discussion and the replies here are really insightful; when I was writing the article, and in addition to providing early solutions, my aim was also to further pick the community's brain and seeing all this discussion makes me really thrilled. A lot of great and useful ideas that push the boundaries. What is needed now is to translate these ideas into basic blockouts/greyboxes that can be tested and iterated to perfect and fine tune. Remember that mapcore testing server is always here and the community is more than awesome when it comes to constructive feedback and help. @laminutederire asked about timings and I can showcase the ones I used in cs_calm: CTs need 18-20sec to reach hostage zones and 20-22sec to go back to the rescue zones (because of the reduced speed of the carrying CT). There are 3 main encounter points in wine cellar, mid and side yard. CTs need 10-12s to reach them while Ts need 8-10s for a slight defense advantage. There are also side connectors to alleviate the pressure on the encounter points and allow CTs better escape paths. About the rescue phase, and after reading the comments in this article, I think I can throw an additional idea here. Instead of having the rescue zone near CT spawn, we could have it in mid to reduce the distance from hostage zone to hostage rescue. In calm's case, the CT will need 10-12s to reach mid instead of 20-22s for the current actual hostage rescue zone. @Gulliver Thoday: The "epitome of realism" was sarcasm to further validate my point that CS was not about realism. Thanks everyone for your input and ideas; keep them coming and this gives me motivational boost to keep writing more articles.
  15. Thanks everyone for your comments and overwhelming support, greatly appreciate it . I was out of town so sorry for my late reply. A BIG shout out to @'RZL for his logistics support and help, and thanks to @FMPONE and @Sprony for being very supportive and quick-responding as head admins As I mentioned in the article, what I showcased is just the beginning and I'm relying and counting on the talented designers in the CSGO community and Mapcore to come up with additional ideas/suggestions to inject life to hostage rescue scenario. What is dearly needed is more cs_maps getting published to test and refine these ideas as I said in the article's conclusion. Get mapping
  16. This level design article is about the past and the present of the hostage rescue mode in Counter-Strike. Showcasing the inherent issues that accompanied the scenario allowing the bomb/defuse mode to gain traction and popularity. This article will also present what can be done, level design wise, to remedy some of the shortfalls and allow the scenario to be viable. A historical background Counter-Strike officially started life in June 1999 with the release of beta 1, and it shipped with four maps, that’s right, four whole maps. They were all hostage rescue maps and the prefix used for these maps was cs_ as opposed to the standard deathmatch maps starting with dm_. This prefix was an abbreviation of the game’s name (Counter-Strike) which hints to this hostage-rescue scenario being the only one in the minds of Gooseman and Cliffe, the creators of CS, at the time of launch. Fast forward a couple of months, beta 4 rolled out in November 1999 bringing to the table a new scenario, bomb defuse. The new maps carried the prefix de_ and while one would think that the hostage rescue maps would be switched to hr_ prefix, they kept the same prefix which started to be referred to as the “Classic Scenario”. Counter-Strike was built on hostage rescue scenario. I started playing CS in beta 2 in August 1999 (I totally missed beta 1, screw me) and maps like Assault and Siege were all the rage at LAN parties. The nearest LAN/internet café was a 5-minute drive from my place, and LAN parties with friends used to be a blast full of shouting, cursing, bluffing, noob-trashing; the standard menu for a CS session. Good times. Siege, the oldest CS map (beta 1), and Assault (beta 1.1) were the epitome of the game. You had to dive in as a CT deep into the T stronghold to rescue the hostages and bring them back to safety. These maps were the most played on LANs and embodied the style of early CS gameplay. At the LAN place where I used to wage my virtual battles, Assault equaled CS, literally. A fun fact is that when Dust came out, I started a LAN session with this map and everyone in the room shouted at me: "What the hell is this? We wanna play CS!" For my friends, Assault was CS. However, those rosy days for hostage rescue began to turn into grim grey when folks started playing bomb defuse scenario and realized how…fun it was. A map like Dust almost single-handedly pushed the scenario into higher ground with its bright environment/textures, clear/wide paths and its ease of use and noob-friendliness. A year later, around Summer 2000, Counter-Strike was now equivalent to Dust for my friends. How did this happen? What went wrong? Inherent flaws of hostage rescue Hostage rescue is a very delicate and tough scenario for law enforcement operators in the real world. It puts the assailing team at a great disadvantage against heavily-armed barricaded hostage-takers who are probably using civilian hostages as human shields and as a bargaining chip for a later escape. As you can deduce, transferring this scenario as realistically as possible into the game will not fare well, and this disadvantage will carry on for the CT team. The problem is only exacerbated when you add the more or less “flawed” game mechanics to the scenario. This is exactly what went wrong with hostage rescue scenario in case you are still wondering about the rhetoric questions at the end of the historical background introduction. The popularity of cs_ scenario started dwindling and the rise of the bomb/defuse scenario only made things worse. Almost all the early cs_ maps featured a relatively tiny hostage zone/room having one entryway usually sealed with closed doors that the CT must open to get access inside. This room was typically located behind T spawn which made the area a camping ground and made camping that zone an obvious and rewarding tactic for Ts. The doors having to be manually opened with a loudening sound made things worse and negated any surprise or sneaky rush towards the hostages. A classic example is the hostage area and T spawn in cs_assault. I dare not think of how many Ts are camping behind those doors Another equally important camp fest occurred in the hostage rescue zone. Early designs made the rescue zone relatively small with one or two access paths that can be defended from one location. If the CT team manages to reach the hostages and rescue them, the Ts could easily fall back to the rescue zone to camp and patiently wait for the CTs to show up. The hostage rescue zone in cs_italy is a nice example to showcase how one T could camp in the southernmost spot in the zone allowing him to monitor both entryways, from market and from wine cellar, within the same field of view. CT slaughter was almost a guaranteed thing to happen. A CT will show up any second now; imminent slaughter commencing in ...3, 2, 1 A third flaw was the hostages themselves. They were difficult to escort and protect and were easily stuck or left behind in various parts of the maps between their initial hostage zone and the final rescue zone. I lost count of how many times I rescued the hostages and ran as fast as I could to the rescue zone, reaching it with a big grin on my face only to turn around and find out that only one or two of the four hostages actually followed me; the others were randomly stuck on a ladder, door frame, window ledge, vent, chair, table…I could go on but my blood is starting to boil just thinking of this. To add insult to injury, hostages could also be killed or “stolen” for ultimate trolling. When Ts were stacked on money, they could easily kill all the hostages, basically turning the round to a frustrating terrorist hunt for CTs. In early CS versions, a CT teammate could press the “use” key on a hostage that you were already escorting to steal it. This would leave you helplessly wondering where the hell did the 4th hostage go in case you did not catch the teammate performing the action. Lastly, maps themselves contributed to the issues that were piling up against hostage rescue scenario. If you are a CS veteran and you were around the early betas in 1999, you would most certainly remember how quickly hostage rescue maps were pruned from one beta to another; some maps even had a life span of 1 week before being discarded out of the official roster. Most of these early cs maps featured dark, nightly environments that were unfriendly to both newcomers and established players. Other maps had a confusing-as-hell labyrinthine layout that confused even the most great-sense-of-direction players, and made remembering paths nigh impossible. Some of these maps had narrow twisted paths and choke points, vents, and ladders that not only frustrated players (especially CTs) but also made rescuing and escorting the hostages more of wishful thinking. The icing on the cake was the different gimmicks introduced in some maps that made a frustrating gameplay/layout even more annoying: some maps had a machine gun nest in T spawn allowing Ts to master and perfect the art of CT slaughtering while other maps had flammable drums that could be shot and blasted for the ultimate carnage right next to the hostage zone. Good example maps include cs_prison, cs_bunker, cs_iraq, cs_hideout, cs_facility, cs_desert, among many others. Meanwhile, bomb/defuse scenario was gaining grounds at an increased rate and before too long, hostage rescue was relegated to a distant second place in terms of popularity among players and level designers alike. As a small experiment, I tallied the number of custom hostage and defuse maps submitted on Gamebanana for Counter-Strike Source and Global Offensive. For CS:GO, there are 761 de_ maps against 157 hostage maps while for CS:S, the figures are 4060 de_ for 1244 cs_ maps. The disparity is rather meaningful as the ratio in CS:GO is 4.85:1 while for CS:S the number is 3.26:1. This means that for each hostage map in CS:GO there are almost five maps of bomb/defuse whereas this number drops slightly to almost three maps for CS:S. With CS:GO putting extra focus on competitive gameplay, this ratio is bound to further grow widening the rift between bomb/defuse and hostage rescue maps. That’s it? Is it done for cs_ maps? Shall we prepare the obituary or is there a magical solution to breathe some fire and life in them? Solutions for viability There is a magical solution that involves you transferring a large sum of cash to my bank account, then my “guys” will contact your “guys” to deliver the “solution”. The drop point will be at the…apparently, there has been a mix-up, this is for another “deal” …nervous chuckle. Seriously though, while there is no magical solution that will lift hostage rescue onto the rainbow, there are a couple of things that level designers can do to start injecting some momentum to the scenario. Luckily for us, Valve has already paved the way (so these “Volvo pls fix pls” do work after all?). In March 2013, Valve introduced a major CS:GO update that completely overhauled the hostage rescue scenario mechanics and introduced cs_militia as well. The update was a game changer and a much needed tweak towards a better hostage rescue gamemode. We now have two hostages instead of four, and the CTs only need to rescue one of them to win the round. Moreover, the hostage does not stupidly follow the CT but instead is carried on the CT’s shoulders. Obviously the movement speed of the CT carrying the hostage is decreased but this “inconvenience” is countered with added bonus round time and the fact that the CT doesn’t have to glance over his shoulders every five seconds to make sure the hostages are still following him (this kind of distraction can prove fatal to the CT escorting the hostages). The hostages’ spawn location is randomized and can be controlled by the level designer. A nice change is that hostages don’t die anymore thus cutting any chance of Ts trolling (you still lose money when you shoot a hostage – shooting a hostage is pretty pointless now akin to shooting yourself in the foot). This is all good news if you ask me; hostage rescue is on the right path to become popular and viable again. With Valve doing the first half of the change, level designers have the duty to continue with the second half. Hostage defuse? As a first suggested solution, let us start treating hostage rescue as bomb defuse. Let’s be honest, bomb defuse works really well, so why not transfer this “experience” into hostage rescue. What we can do is to have a hostage rescue map’s layout mimic one of bomb defuse – that is have two hostage zones that are similarly placed as two bomb sites. We need to start treating a hostage zone like a bomb site with all accompanying techniques of rushing, pushing, faking, peeking, holding, smoking, flashing, etc. The good thing about this is that whatever knowledge, skill, and layout awareness that players have acquired from defuse scenarios will transfer effortlessly to the hostage rescue scenario; you do not need to learn new tactics and strategies. The roles will be inversed: instead of Ts rushing bomb sites and CTs defending, CTs will push hostage zones and Ts will defend and rotate. Sounds logical, right? Some people might argue that having 2 separate hostage zones is not “realistic” and my answer is Counter-Strike was never about realism (carrying and running around with a 7 kg (15.5 lb), 1.2 m (47.2 inch) AWP sniper rifle with 25x telescopic sight, quickscoping and headshotting opponents is the epitome of “realism”). If you want a realistic hostage rescue scenario, then you are better off playing the original Rainbow Six Rogue Spear and SWAT 3 from 1999, or the more recent ARMA and Insurgency for a realistic military setting. I practice what I preach and I already implemented this technique in my last map “cs_calm”. The map was a remake of my CS 1.5 map from 2003 and obviously I made the “mistake” at that time to follow the trend set by official maps of having one hostage zone right behind T spawn. A playtest on Reddit CS:GO servers back in March 2015 confirmed that this setup won’t work well as Ts will inevitably abuse the hostage zone. I made some radical layout changes towards T spawn and hostage zone and created two new hostage zones on the upper and lower levels of the map that are connected by a back hallway to allow quick rotations (in addition to the one through T spawn). Obviously, there is no direct line of sight between hostage zones to prevent 1-zone camping. Ts have absolutely no incentive to camp one zone as CTs can reach the other one, rescue the hostage and head back to the rescue zone without being spotted from the other zone. CTs actually have a chance of winning the round by rescuing the hostages. I like to believe the new layout worked well. Only time and more hostage rescue maps will tell. Layout of the map "cs_calm" Rescue zone anti-camping We have remedied the hostage zone camping but we still need to tend to the rescue zone camping issue. A solution to this is to have two rescue zones in a similar setup to what is nicely done in cs_office. While Ts can still camp one zone, they risk a big chance of having CTs reach the other rescue zone. Again, CTs will have a viable option to save the hostages without being shredded by camping Ts. If the layout does not allow or facilitate having two rescue zones, then one big rescue zone with multiple entrances (three is a good number) should work fine. The trick here is to have the entrances not easily covered within the same field of view to prevent camping. Into the zone Just as we established that we should treat hostage zones like bomb sites, it goes without saying that each hostage zone should have at least 2 to 3 entry points. It’s pretty pointless to have only one entrance as this totally defeats the purpose of spreading hostages into two zones. The different entryways should also not be covered within the same field of view of one T; if a T decides to camp the zone, then he should be able to cover two entrances from one point leaving the third one more or less at a dead angle and viable for a CT rush or stealth/sneak surprise. Showcase of Hostage Zone A on the map "cs_calm" The above screenshot showcases “Hostage Zone A” in cs_calm. A terrorist will typically camp near the hostage covering the two encircled entrances. The third entrance from upper level denoted by the arrow is not in the direct FOV, and is prone to a surprise attack by CTs that could catch the camping T off guard. If possible, try to spread the entrances on different vertical levels to spice things up and keep Ts on their toes. Lastly, it is a good idea to have a connector between hostage zones to allow fast rotations but without having a direct line of sight between hostage zones. We want to make the scenario fairer to CTs but not at the expense of Ts, inadvertently making it unfair for them. Conclusion Hostage rescue is a fun scenario if you ask me. It had many inherited and added flaws that contributed to its waning but it’s nothing that can’t be reversed. We, as level designers, need to push some changes to put the scenario back on track. What I just showcased in this article might not be the only viable solutions but they certainly are a step in the right direction. Level designers are intimidated by players who shun away from cs_ maps, and this turns into a vicious circle where players avoid hostage rescue maps and mappers in return avoid designing them. We need to break this cycle and designers need to bravely embrace the solutions I presented here or come up with their own solutions. The more cs_ maps that come out and get tested, the more we could validate these solutions as viable. In either case, we need to get proactive towards hostage rescue scenario; after all, this is the cornerstone that Counter-Strike was built upon.
  17. Just noticed that Deathmatch Classic is missing from my steam library; I remedied this, with 1.24$ no less
  18. Steve Harvey is miss-understood Merry Christmas to all Mapcorians; hope you are spending a jolly time with your loved ones.
  19. GTA V, Cities:Skylines, AOEII: The African Kingdoms, System Shock: Enhanced Edition, here I come
  20. Some Dean Martin to set you for the Christmas mood
  21. Quick shot of my Christmas tree to set your mood for the holidays Long exposure time (15 sec) and positive exposure bias (+1 eV) Merry Christmas everyone
  22. Definitely give it another try The game had major updates to maps and gameplay as well as adding new maps in the past 6 months. It's a blast to play and it's so satisfying when you win the round/match after an intense firefight/push. I used to play and enjoy the UT99 military realistic mod called "Infiltration" back in 2000, and Insurgency is pretty close to the feels of that mod; can't complain
  23. Signatures are now live (as well as the new fields in the profile settings such as steam, origin, etc...). Enjoy
  24. I can see Santorini's reworked mid is going on pretty well
  25. Who says Source2 won't have PBR somewhere down the line or a similar rendering technique for realistic lighting calculation Source2 is not "officially" released yet (as in available for free to the public in its complete form as revealed earlier this year); the portion that got into Dota2 couple of months ago is the tip of the iceberg as far as I can tell. Many features/tools are still unreleased and Valve being Valve, most of the technical features are still not fully disclosed. I guess we will have to wait for a major release from Valve (HL3?? or L4D3) to push the engine to its limits and showcase its full technical features. I'm aware that UE4/Unity/Frostbite engines already have PBR with realistic/stunning results and streamlined workflow for artists/programmers, so that's an advantage over source 2 right now, but remember that source1 was an "incremental" engine, benefiting from incremental new features along its existence (ep1, orange box, l4d, portal2, etc.). I believe source 2 will follow a similar path, and if PBR is not there at release, it will find its way somewhere in a future update. I'm not defending source 2 though (haven't used it nor do I know its technical features inside-out); even with PBR and other features implemented, it could turn out to be an "inferior" engine compared to the current ones that incorporate PBR. In this case, there could be an "exodus" towards UE4 or Unity...time will tell
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