-
Posts
1,473 -
Joined
-
Last visited
-
Days Won
26
Content Type
Profiles
Forums
Articles
Pages
Everything posted by jackophant
-
Mate I have almost 3000 on csgo...
-
Dare I ask what this is going to do to our FPS when finished?
-
@lynx has, but the pitch is very bad. You can see in the 3rd screenshot that the sun is basically shining directly sideways. Try this: sky_cs15_daylight02_hdr And this:
-
Good to see some of these changes, but please make my suggested lighting change. Current lighting is too dark to playtest. You can't even see your weapon skins!
-
It may be a little morbid, but I think he's been a good figure head for people who don't know what it's like to have a family member struggle through the disease. Ofc I'm sad it happens to anyone, but for such a well known person in the industry, his struggle will have been seen by many and I think it's good for raising awareness. On the surface at least he seems to be handling it as best as can be expected. I wish him all the best, and talking from experience, it seems that as soon as you give up mentally is when it all unravels.
-
Just got back from my PT session and I have to share this after having a measure and weigh in: Weight is up, measurements are down apart from my thighs, which in the last month alone grew 10cm each!
-
wip [CS:GO] Incursion (formerly 'de_docks')
jackophant replied to MinorThreat's topic in Level Design
@MinorThreat try not to let how the map looks get in the way of how it plays. Function first, form later. Dust2 wasn't ubiquitous because it looks nice. This is also a very classic example as to why you don't detail too early. -
I typically keep paths 128-192 units wide. Of course there are times when there's a much tighter choke point like double doors, or a much wider area. I don't think there's any set rule on how wide to make something, just make sure it's wide enough for purpose and doesn't have too much dead space. Look at Dust2 T spawn > B tunnels, that whole outside area could just be a path, but instead it's multi-levelled and is nice and open.
-
wip [CS:GO] Incursion (formerly 'de_docks')
jackophant replied to MinorThreat's topic in Level Design
Here you go @MinorThreat, I reckon the changes I've drawn out here are fairly concise, but one thing I can't effectively show is the number of 64 unit boxes. Please do not use these, ever. They are awful and massively unfair. You can use them for self boost jumps, just out of the way of anywhere someone can easily abuse them for super effective cover. Green areas are somewhere you should add: The green boxes in mid are your shelving. It absorbs SO MUCH damage, and make firefights very irregular, box them out in dev, or stack them full of crates, either way, make it more solid so people can play around it more.I've blocked the door to the right of the window from the B path as it made going mid pointless. CS isn't fun when you keep getting shot in the side of the head because you have too many places to watch. It also concentrates the flow of players better and give more of a reason to hold window to keep people off mid.Red areas are something you should remove: That underground path offers nothing tactically. You go towards A, get smoked off at the tightest choke point in the world and then just run past mid, past the defensive window, past every CT in the map, and just pop behind them in window. It honestly breaks the map the most for me because right now mid window CT has to watch front right and left by himself.The blue lines are all pretty ridiculous sight lines: The one outside B, CTs can get to those boxes and start auto-sniping Ts before they're even down the stairs. It is a horrible engagement, not only is the CT very hard to spot against the shady corner, but anything other than a scoped weapon is pretty useless, especially because they'll be hiding behind a 64 unit box.The long sight line from A across mid is again, aided by 64 unit boxes. The person sitting near A can very easily spot Ts running up mid and pick their heads off from complete safety.The short light running north to south in the tunnels outside A is another 64 unit pillbox. CTs just sit there gunning Ts down in a tight corridor with 99% of their body hidden, even more effective when smokes are present.The shorter blue light across the A tunnels / mid connector isn't a massive issue in itself, but the back drop is very dark on the left end of it making it hard to see. I like what you've tried with the plastic drapes, but they also impinge visibility, so maybe if you can slide them sideways to minimise their impact, that could be enough.The yellow line just highlights a very fast rotate: CTs can play pretty aggressively on this map, even on mid, so to then have a fast rotate is pretty brutal.Sidenotes: 64 unit boxes are bad mmkay?Squeaky doors should ideally only be used once in a map to stop repetition and maintain area identity64 unit boxes are really like... really badtry something like 52 unitsmix up between hard and soft cover (how much damage gets through cover)hard = low penetration damagesoft = higher penetration damageLong B corridor of death needs to be staggered a bitmaybe push it closer to Ts and further away from CT spawnLighting is generally too dark, I know you said you were more concerned about game play, but you need to be concerned because bad lighting creates bad game play.pls no 64 unit boxes. -
Oh shit... I thought he was in remission? Didn't realise he had been given a time frame. He's just disconnecting from social media, he's still going to be making videos and streaming.
-
Hello, This topic could probably have gone under Gaming Discussion, but never mind. Heat maps aren't a metric in themselves, it depends on what data is being plotted on it. A tool like http://demo.ehvag.de/ allows you to select which metrics are shown. I would say it's pretty self explanatory from this point, but something you conclude would be where a lot of choke points are and what angles people hold to make those kills based on the kills / deaths categories. I would use them as a shortcut to watching hundreds of demos to get an idea for how people play the map. I believe it can also map the routes people take, so you can see if there's a lot of back and forth and what that could mean.
-
I've had really mixed feelings about straps. I don't want to be able to lift more than I can physically hold without aid, but at the same time I don't want my grip to slow me down... What I discussed with my PT was to use the straps only my final set, so now I need to buy them... Any suggestions?
-
Got some new PBs! Cracked out a set of 350kg on the Leg Press, and hit a ceiling on my Rack Pulls: Trying to lift 150kg but my grip is failing me! A couple of sessions now my forearms have got so pumped that not only is it very difficult to flex my wrists, but my hands go paper white and finger nails go dark purple / blue Diet's not been great the last few weeks for a variety of reasons, but I'm definitely seeing more tone in my upper body, arms, and legs which is very encouraging I'm absolutely loving the post gym muscle aches. It's been so good for my state of mind. Sadly I'm between gyms atm as I'm waiting on a transfer date on the house, so it could still fall through and don't wish to tie myself into a gym for 12 months that I don't even live near. Managing in the mean time with the gym for my personal training sessions.
-
@Jayslash Spawns need to be a certain distance above the ground. If they sit directly on top of a world brush they can bug out and fail to work. Easiest way to do this is to just make sure they're at least 32-64 units above the ground. You can also compliment the map with a .kv file which allows you to dictate how many players can be on the map (regardless of spawns), including spectator spots and team factions. I didn't check the map to know what was the cause for rejection, but if you think you have them, and the map inspector doesn't think you did, this could be the problem.
-
It looks very nice, but I worry that it's visually too noisy for game play? Is there more of the map to see?
-
@blackdog & @Vaya if you work in flat-texture in the 3D view all brushes are coloured based on what they are: brushwork blue, func_details green etc. with marginally different colour values so you aren't overwhelmed by the flat nodraw yellow. Then you can face edit before compile. But, there's no right way (unless we've been missing out on something revolutionary?), just what we find comfortable
-
@Tyker I've flagged it as well. Good luck.
-
wip [CS:GO] Incursion (formerly 'de_docks')
jackophant replied to MinorThreat's topic in Level Design
@MinorThreat if you can post your overview I'll happily annotate it and write up some feedback -
You can't say with any level of certainty what does and doesn't work without getting the map made first, everything is relative. You need to focus on finishing a draft of the map, then we can test it to help you find out. You're worrying about a lot of small details without having the large details present for them to matter. I would suggest the following in a rough order of importance: Add bomb site triggers (first one you place is always A)Make sure there are 20 spawns (10 for each team)make sure your walls / floors are no thinner than 32unitsunless you plan to make it penetrableDon't bother with stairs for now, just make ramps so we can all get everywhereAt this stage less cover is betterIt's easier to add cover to help than work out which of 1 million crates is hindering gameplayselect everything and apply nodrawthen using face edit tool (shift+A) reapply texturesFix your light environment (I've taken it upon myself to choose one for you as it's "dawny")try these values from de_lake (skybox name = "sky_cs15_daylight02_hdr"):Ideal Sun Angle = 0 296 0Ideal Sun Pitch = -30Ideal Brightness = 247 232 202 600Ideal Ambience = 172 196 202 250(seriously, just some good lighting makes the map feel 100% better)Add signs to the map and bombsites so we know where to goWatch tutorial on how to make radarSubmit to mapcore for 10v10 play testI also made this introductory tutorial for a competition we hosted a while back. It's since been buried, but might be worth a quick read through to get to grips with some things: Hope this helps, good luck
-
how would you count dead space though? As a lay man, I would say dead space is unnecessary areas of map which don't add to game play. Negative space would be the black patches on a radar that the lower a number of, the less interconnectivity of said map which could be indicative of a more simple layout. And coming from an art background, if we were to draw something's negative space, say a person, those areas would be the shape created by having your hand on your hip.
-
It's safer to just clip everything. It also prevents people getting snagged on doorways or props which can be life/death situation and you don't know how badly it can be abused. Favela in one of the early operations had a horrific boost in T spawn which broke the map and was heavily abused. You could get on top of the map and jump across the rooftops, but also had no draw surfaces so you could give information and basically had WH against CTs
-
I would guess there's a lot of unclipped stuff to climb?
-
With any time travel / alternate universe related plot, there is going to be a lot of "discussion" surrounding how the plot unfolds or even makes sense. I also think that maybe one of the elements you're missing is that good and evil can be about perspective. But agreed, it does feel like maybe they were a little ambitious with how much they tackled at once compared to the previous iterations.
-
For the core!
-
If I can, I go for the smallest build possible. If you just "build a computer and leave it", why not go Mini-ITX? It's not going to take up as much space, and is portable when you need it to be. The cost isn't that much greater either, maybe £20 extra compared to MicroATX or ATX counterparts. As for extras, it always depends what chipset you go for. Ofc there will be less available on a Mini-ITX Z110 compared to an ATX Z110, but then how much of it will you take advantage of? With the newer CPUs, they're so efficient you don't need ridiculous or oversized cooling, and for the really cramped cases, closed loop water cooling can be used to offset the height restrictions in some cases for a radiator elsewhere. Let me just leave you all with this beauty I'm waiting to be released: DAN A4-SFX
