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Radix got a reaction from Roald in [CS:GO] Exotic Places Contest TOP 4 WINNERS
I think they didn't add it to the game because de_junction was never finished. Can't talk about gameplay, because I never really played it.
But yes, the visuals are awesome at some spots, but some areas need a lot of additional work imo.
I don't know why, but it seems like the creators abandoned this map (?)
The fact that Valve only picks Mapcore maps is because pretty much every good CS:GO mapper is at Mapcore.
Valve also tests every candidate internally, that's why some awesome looking maps sometimes don't get added (because they are not fun, completely imbalanced, exploitable, not optimized (low fps) or whatever).
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Radix reacted to Lizard in Chlorine
Hi guys I have pushed an update today.
- Boosted up ambient lighting to make map brighter
- Toned down red color on environment light
- Added wooden plank on CT mid main to make players more visible
- Added light source on route to A from CT spawn to make this area brighter
- Updated radar image with new colors
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Radix reacted to El Moroes in Anubis
A nice nice stuff there.
If I may ; I think the light is too hot / saturated if you check how the blue sky is.
I still thinking you had a better lighting in your first version before you post-processed it, you had a whiter light which felt more natural and better. You should come back on this IMO
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Radix got a reaction from esspho in Mustang (formerly Everest)
It's pretty inconsistent even in officials maps. In the older official maps the first step is mostly skipped like you did. But in some maps like nuke or cobble both variations are used (for no reason), while newer maps like dust2 and inferno are completely smoothed (all steps clipped).
I think they initially skipped the first step for the following reason and then adapted it for nearly all stairs without thinking about it (even if it didn't make sense.):
If you clip all stairs, in some situations the player "stumbles" over the ramp when he just wants to pass in front of the stairs. That feels pretty irritating and it's the reason why they skipped the first step (in my opinion). But this can only happen if there are no walls at the sides of the stairs.
Edit: You already said it here. I should read more carefully before wasting time ?
I prefer to clip all stairs and add an extra bevel at the side if needed like here in dust2: (Yes, the wall clip is too large there... Valve please fix :P)
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Radix got a reaction from Gawshaark in Mustang (formerly Everest)
It's pretty inconsistent even in officials maps. In the older official maps the first step is mostly skipped like you did. But in some maps like nuke or cobble both variations are used (for no reason), while newer maps like dust2 and inferno are completely smoothed (all steps clipped).
I think they initially skipped the first step for the following reason and then adapted it for nearly all stairs without thinking about it (even if it didn't make sense.):
If you clip all stairs, in some situations the player "stumbles" over the ramp when he just wants to pass in front of the stairs. That feels pretty irritating and it's the reason why they skipped the first step (in my opinion). But this can only happen if there are no walls at the sides of the stairs.
Edit: You already said it here. I should read more carefully before wasting time ?
I prefer to clip all stairs and add an extra bevel at the side if needed like here in dust2: (Yes, the wall clip is too large there... Valve please fix :P)
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Radix got a reaction from jd40 in Mustang (formerly Everest)
It's pretty inconsistent even in officials maps. In the older official maps the first step is mostly skipped like you did. But in some maps like nuke or cobble both variations are used (for no reason), while newer maps like dust2 and inferno are completely smoothed (all steps clipped).
I think they initially skipped the first step for the following reason and then adapted it for nearly all stairs without thinking about it (even if it didn't make sense.):
If you clip all stairs, in some situations the player "stumbles" over the ramp when he just wants to pass in front of the stairs. That feels pretty irritating and it's the reason why they skipped the first step (in my opinion). But this can only happen if there are no walls at the sides of the stairs.
Edit: You already said it here. I should read more carefully before wasting time ?
I prefer to clip all stairs and add an extra bevel at the side if needed like here in dust2: (Yes, the wall clip is too large there... Valve please fix :P)
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Radix got a reaction from blackdog in Mustang (formerly Everest)
It's pretty inconsistent even in officials maps. In the older official maps the first step is mostly skipped like you did. But in some maps like nuke or cobble both variations are used (for no reason), while newer maps like dust2 and inferno are completely smoothed (all steps clipped).
I think they initially skipped the first step for the following reason and then adapted it for nearly all stairs without thinking about it (even if it didn't make sense.):
If you clip all stairs, in some situations the player "stumbles" over the ramp when he just wants to pass in front of the stairs. That feels pretty irritating and it's the reason why they skipped the first step (in my opinion). But this can only happen if there are no walls at the sides of the stairs.
Edit: You already said it here. I should read more carefully before wasting time ?
I prefer to clip all stairs and add an extra bevel at the side if needed like here in dust2: (Yes, the wall clip is too large there... Valve please fix :P)
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Radix got a reaction from DutchCrazyGamer in Mustang (formerly Everest)
It's pretty inconsistent even in officials maps. In the older official maps the first step is mostly skipped like you did. But in some maps like nuke or cobble both variations are used (for no reason), while newer maps like dust2 and inferno are completely smoothed (all steps clipped).
I think they initially skipped the first step for the following reason and then adapted it for nearly all stairs without thinking about it (even if it didn't make sense.):
If you clip all stairs, in some situations the player "stumbles" over the ramp when he just wants to pass in front of the stairs. That feels pretty irritating and it's the reason why they skipped the first step (in my opinion). But this can only happen if there are no walls at the sides of the stairs.
Edit: You already said it here. I should read more carefully before wasting time ?
I prefer to clip all stairs and add an extra bevel at the side if needed like here in dust2: (Yes, the wall clip is too large there... Valve please fix :P)
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Radix got a reaction from Squad in Mustang (formerly Everest)
It's pretty inconsistent even in officials maps. In the older official maps the first step is mostly skipped like you did. But in some maps like nuke or cobble both variations are used (for no reason), while newer maps like dust2 and inferno are completely smoothed (all steps clipped).
I think they initially skipped the first step for the following reason and then adapted it for nearly all stairs without thinking about it (even if it didn't make sense.):
If you clip all stairs, in some situations the player "stumbles" over the ramp when he just wants to pass in front of the stairs. That feels pretty irritating and it's the reason why they skipped the first step (in my opinion). But this can only happen if there are no walls at the sides of the stairs.
Edit: You already said it here. I should read more carefully before wasting time ?
I prefer to clip all stairs and add an extra bevel at the side if needed like here in dust2: (Yes, the wall clip is too large there... Valve please fix :P)
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Radix reacted to That50'sGuy in Mustang (formerly Everest)
I noticed while running around (And admiring the flags) that the stair clips are missing the first step. I'm not sure if you're already aware of that, but I made this little gallery so you can find some of the stairs that are missing the first stair. I only wanted to mention it because it creates a noticeable jolt in your vision somewhat. https://imgur.com/a/M1M6YYY
Still though, I love the map! I could watch those flags sway all day long.
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Radix got a reaction from That50'sGuy in Mustang (formerly Everest)
It's pretty inconsistent even in officials maps. In the older official maps the first step is mostly skipped like you did. But in some maps like nuke or cobble both variations are used (for no reason), while newer maps like dust2 and inferno are completely smoothed (all steps clipped).
I think they initially skipped the first step for the following reason and then adapted it for nearly all stairs without thinking about it (even if it didn't make sense.):
If you clip all stairs, in some situations the player "stumbles" over the ramp when he just wants to pass in front of the stairs. That feels pretty irritating and it's the reason why they skipped the first step (in my opinion). But this can only happen if there are no walls at the sides of the stairs.
Edit: You already said it here. I should read more carefully before wasting time ?
I prefer to clip all stairs and add an extra bevel at the side if needed like here in dust2: (Yes, the wall clip is too large there... Valve please fix :P)
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Radix reacted to Vaya in Swamp
Really enjoy this layout and I think the art is some of the best in the contest. I feel visibility needs to be a focus of future updates along with better signposting - in for example CT spawn - of what is walkable and what you need to jump to maintain speed. Not sold on the slow water thing but I trust bubkez and untor to make the right call.
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Radix got a reaction from cruptor in Swamp
I think Nuke is functionally still a 3 lane thing but with bombsites on top of each other, which is a terrible idea nowadays. I think something like train (but with less annoying bombsites) would be more reasonable.
But I suggest to move this discussion somewhere else. This thread belongs to de_swamp.
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Radix got a reaction from BubkeZ in Swamp
I think Nuke is functionally still a 3 lane thing but with bombsites on top of each other, which is a terrible idea nowadays. I think something like train (but with less annoying bombsites) would be more reasonable.
But I suggest to move this discussion somewhere else. This thread belongs to de_swamp.
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Radix got a reaction from Tynnyri in Swamp
I think Nuke is functionally still a 3 lane thing but with bombsites on top of each other, which is a terrible idea nowadays. I think something like train (but with less annoying bombsites) would be more reasonable.
But I suggest to move this discussion somewhere else. This thread belongs to de_swamp.
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Radix got a reaction from untor in Swamp
I think Nuke is functionally still a 3 lane thing but with bombsites on top of each other, which is a terrible idea nowadays. I think something like train (but with less annoying bombsites) would be more reasonable.
But I suggest to move this discussion somewhere else. This thread belongs to de_swamp.
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Radix got a reaction from Lefty in Swamp
I think Nuke is functionally still a 3 lane thing but with bombsites on top of each other, which is a terrible idea nowadays. I think something like train (but with less annoying bombsites) would be more reasonable.
But I suggest to move this discussion somewhere else. This thread belongs to de_swamp.
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Radix got a reaction from Interfearance in Swamp
I think Nuke is functionally still a 3 lane thing but with bombsites on top of each other, which is a terrible idea nowadays. I think something like train (but with less annoying bombsites) would be more reasonable.
But I suggest to move this discussion somewhere else. This thread belongs to de_swamp.
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Radix got a reaction from Mr.Yeah! in Swamp
I think Nuke is functionally still a 3 lane thing but with bombsites on top of each other, which is a terrible idea nowadays. I think something like train (but with less annoying bombsites) would be more reasonable.
But I suggest to move this discussion somewhere else. This thread belongs to de_swamp.
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Radix got a reaction from Vaya in Swamp
I think Nuke is functionally still a 3 lane thing but with bombsites on top of each other, which is a terrible idea nowadays. I think something like train (but with less annoying bombsites) would be more reasonable.
But I suggest to move this discussion somewhere else. This thread belongs to de_swamp.
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Radix got a reaction from Interfearance in Swamp
I think it's a good idea to build something new (slow movement in water) on something proven ("3 lane"/"4 square" whatever layout).
So players feel immediately "at home" in the map and are willing to learn the new things. If you add do too many new things at once players might be frustrated.
I think you did a good job here.
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Radix reacted to Thewhaleman in Chlorine
There might be more in the future, plan on sketching up some stuff for future updates on the map. I think there are a lot of visual improvements to be made.
The general idea of the sketches are to understand how theme can effect the layout. Which is very important when you're in a collaborative effort with another person. I'm not very good with explaining my ideas with words, but I find drawing allows me to better understand the possibilities of the theme, and then start conversation about them to the people I am working with. Most of what I drew was not used, but influenced the future decision we made. We pretty much used them the same way you'd use reference photos.
I should probably say I don't think sketches are always needed, but more ambitious the idea the more you should be trying to visualise ideas before hand. I just come from a more traditional art background so drawing feels like a decent way to express ideas.
The workflow for assets was pretty straight forward. Models generally went 3dsmax > substance painter. The sculpts were a bit more complicated since most of them need to work with existing brush work. In those cases it went hammer rough blockouts > import to 3dsmax > new blockout > import to zbrush > import to 3dsmax for retopology/unwrap > painter for bakes and texture. Normal textures were substance designer for the most part, I also ended up leaning on heavily modded textures.com photo scans.
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Radix got a reaction from Freaky_Banana in Swamp
I think it's a good idea to build something new (slow movement in water) on something proven ("3 lane"/"4 square" whatever layout).
So players feel immediately "at home" in the map and are willing to learn the new things. If you add do too many new things at once players might be frustrated.
I think you did a good job here.
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Radix got a reaction from untor in Swamp
I think it's a good idea to build something new (slow movement in water) on something proven ("3 lane"/"4 square" whatever layout).
So players feel immediately "at home" in the map and are willing to learn the new things. If you add do too many new things at once players might be frustrated.
I think you did a good job here.
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Radix got a reaction from esspho in Swamp
I think it's a good idea to build something new (slow movement in water) on something proven ("3 lane"/"4 square" whatever layout).
So players feel immediately "at home" in the map and are willing to learn the new things. If you add do too many new things at once players might be frustrated.
I think you did a good job here.
