-
Posts
1,473 -
Joined
-
Last visited
-
Days Won
26
Reputation Activity
-
jackophant got a reaction from Epic in [Wip] De_Croatia
Firstly, please rotate your CT spawn! The flow of a map is really important and starting it with a compulsory 90° turn might not seem like a huge deal, but also unnecessary.
In fact, I think most of this map's problems stem from his it flows: the route towards A as T makes you backtrack slightly, and the route towards B has you turn away from the site to then turn 180 back on yourself.
If timing is an issue, you'll need to move things about as just making people zig zag to kill time is frustrating to the player.
The map is wider than it is long so immediately channels people off and doesn't leave much space for a useful mid that doesn't have long connectors.
I've suggested a couple of adjustments to your current mid but I think you should consider combining your "pre-mid" and mid together and slim them down.
The pre-mid area is too safe for Ts, they can freely rotate if blocked from a site without taking a time punishment via spawn, or a faster/higher risk route through mid.
Hopefully that all makes sense!
-
jackophant got a reaction from Tomato in [Wip] De_Croatia
Firstly, please rotate your CT spawn! The flow of a map is really important and starting it with a compulsory 90° turn might not seem like a huge deal, but also unnecessary.
In fact, I think most of this map's problems stem from his it flows: the route towards A as T makes you backtrack slightly, and the route towards B has you turn away from the site to then turn 180 back on yourself.
If timing is an issue, you'll need to move things about as just making people zig zag to kill time is frustrating to the player.
The map is wider than it is long so immediately channels people off and doesn't leave much space for a useful mid that doesn't have long connectors.
I've suggested a couple of adjustments to your current mid but I think you should consider combining your "pre-mid" and mid together and slim them down.
The pre-mid area is too safe for Ts, they can freely rotate if blocked from a site without taking a time punishment via spawn, or a faster/higher risk route through mid.
Hopefully that all makes sense!
-
jackophant got a reaction from zombi in [Wip] De_Croatia
Firstly, please rotate your CT spawn! The flow of a map is really important and starting it with a compulsory 90° turn might not seem like a huge deal, but also unnecessary.
In fact, I think most of this map's problems stem from his it flows: the route towards A as T makes you backtrack slightly, and the route towards B has you turn away from the site to then turn 180 back on yourself.
If timing is an issue, you'll need to move things about as just making people zig zag to kill time is frustrating to the player.
The map is wider than it is long so immediately channels people off and doesn't leave much space for a useful mid that doesn't have long connectors.
I've suggested a couple of adjustments to your current mid but I think you should consider combining your "pre-mid" and mid together and slim them down.
The pre-mid area is too safe for Ts, they can freely rotate if blocked from a site without taking a time punishment via spawn, or a faster/higher risk route through mid.
Hopefully that all makes sense!
-
-
jackophant got a reaction from blackdog in Mapcore x Prodeus Official Mapping Contest
I've got to try this! I've seen Vivi stream some of the building and it looks like a great tool
-
-
jackophant got a reaction from neptune in de_hoodoo
Hi all,
I've been away for a while so I'm not expecting much from myself, but here's my WIP post for this contest:
Hoodoo is a defuse map based in the historical region of Cappadocia, now recognised as Central Anatolia in Turkey. It is well known for it's distinctive fairy chimneys, ancient homes built into the rock face and underground, and hot-air ballooning excursions.
Screenshot is a very basic theme test, don't take it too seriously
Workshop Link: Hoodoo
Cheers!
-
jackophant got a reaction from Logic in de_hoodoo
Hi all,
I've been away for a while so I'm not expecting much from myself, but here's my WIP post for this contest:
Hoodoo is a defuse map based in the historical region of Cappadocia, now recognised as Central Anatolia in Turkey. It is well known for it's distinctive fairy chimneys, ancient homes built into the rock face and underground, and hot-air ballooning excursions.
Screenshot is a very basic theme test, don't take it too seriously
Workshop Link: Hoodoo
Cheers!
-
jackophant got a reaction from Fnugz in de_hoodoo
Hi all,
I've been away for a while so I'm not expecting much from myself, but here's my WIP post for this contest:
Hoodoo is a defuse map based in the historical region of Cappadocia, now recognised as Central Anatolia in Turkey. It is well known for it's distinctive fairy chimneys, ancient homes built into the rock face and underground, and hot-air ballooning excursions.
Screenshot is a very basic theme test, don't take it too seriously
Workshop Link: Hoodoo
Cheers!
-
jackophant got a reaction from Karthoum in de_hoodoo
I don't even know if I'll finish this so don't feel bad about having a go at the same theme
Verticality can be a little unforgiving, but the theme definitely demands something.
-
jackophant got a reaction from Squad in de_hoodoo
Hi all,
I've been away for a while so I'm not expecting much from myself, but here's my WIP post for this contest:
Hoodoo is a defuse map based in the historical region of Cappadocia, now recognised as Central Anatolia in Turkey. It is well known for it's distinctive fairy chimneys, ancient homes built into the rock face and underground, and hot-air ballooning excursions.
Screenshot is a very basic theme test, don't take it too seriously
Workshop Link: Hoodoo
Cheers!
-
jackophant got a reaction from slavikov4 in de_hoodoo
Hi all,
I've been away for a while so I'm not expecting much from myself, but here's my WIP post for this contest:
Hoodoo is a defuse map based in the historical region of Cappadocia, now recognised as Central Anatolia in Turkey. It is well known for it's distinctive fairy chimneys, ancient homes built into the rock face and underground, and hot-air ballooning excursions.
Screenshot is a very basic theme test, don't take it too seriously
Workshop Link: Hoodoo
Cheers!
-
jackophant got a reaction from Vaya in de_hoodoo
Hi all,
I've been away for a while so I'm not expecting much from myself, but here's my WIP post for this contest:
Hoodoo is a defuse map based in the historical region of Cappadocia, now recognised as Central Anatolia in Turkey. It is well known for it's distinctive fairy chimneys, ancient homes built into the rock face and underground, and hot-air ballooning excursions.
Screenshot is a very basic theme test, don't take it too seriously
Workshop Link: Hoodoo
Cheers!
-
jackophant got a reaction from csWaldo in de_hoodoo
Hi all,
I've been away for a while so I'm not expecting much from myself, but here's my WIP post for this contest:
Hoodoo is a defuse map based in the historical region of Cappadocia, now recognised as Central Anatolia in Turkey. It is well known for it's distinctive fairy chimneys, ancient homes built into the rock face and underground, and hot-air ballooning excursions.
Screenshot is a very basic theme test, don't take it too seriously
Workshop Link: Hoodoo
Cheers!
-
jackophant got a reaction from Squad in Exotic Places CS:GO Mapping Contest 2019
Thanks for the mention ?
If anyone thinks it needs to be updated, let me know and I'll see what I can do.
Might have to see what I can still do for this and then leave it to rot in the workshop for 10 years ?
Good luck everyone ?
-
jackophant reacted to will2k in Exotic Places CS:GO Mapping Contest 2019
@jackophant long time, no see . Hope all is well on your side. Good luck with your entry.
Might want to look at the radar creation part of your thread and include the new panorama changes. Nothing urgent, just to keep in mind
I would also like to bring the attention of newcomers (and veterans alike) to another thread that will prove useful during your project's lifetime for this contest.
@El_Exodus thread from the 2017 contest era
Good luck everyone, you have most of the ammo you need
-
jackophant got a reaction from will2k in Exotic Places CS:GO Mapping Contest 2019
Thanks for the mention ?
If anyone thinks it needs to be updated, let me know and I'll see what I can do.
Might have to see what I can still do for this and then leave it to rot in the workshop for 10 years ?
Good luck everyone ?
-
jackophant reacted to will2k in Exotic Places CS:GO Mapping Contest 2019
This is a good time to remind newcomers to mapcore and/or CSGO level design about @jackophant's thread from the 2015 and 2017 versions of this contest.
It has quite the info and links to have a smooth sailing in this contest (veterans can use it as a refresher too )
Good luck everyone!
-
jackophant got a reaction from Squad in ATTN: New Map Makers!
First and foremost...
Welcome to MapCore! We wish you the best of luck with your entry into this competition. For those of you new to mapping, I thought I would share a few resources that I, and many others, will have found useful. If anyone has anything they think I should add, just let me know in the comments and I'll do my best to update it accordingly.
Please give this introduction a complete read through before following a never ending tunnel of hyperlinks as you could miss something important. Not everyone needs everything, and some articles may be suited better to certain situations more than others, but it's all essential reading / watching.
Now let's get started!
Level Design
A good place to start would be our Level Design Resources Megathread where many free tutorials have been collated to act as a mini library:
Additionally, Volcano and our very own FMPONE gave a speech at GDC15, specifically on the topic of map design in counter strike, so I can't recommend this enough! It's not a long video, but it'll help focus your design from the outset for better gameplay.
I'm sure many of you will have heard of The WarOwl. He has a video regarding player perspective and angles which while very good from a playing perspective, is also very useful for understanding how corners and angles will play across your map. It should highlight to you who will have an advantage at certain points more clearly.
World of Level Design is a great source of information (the name is a giveaway), so here's a selection of links regarding useful topics for your map's creation!
How to Design Gameplay Map Layouts 6 Principles of Choke Point Level Design From Top Down Layout to BSP Block-in Workflow CSGO Tutorial List A good way to get inspiration and have an insight into how the heavyweights make their maps is to read some of our own making of articles:
Making a map: CS_MUSEUM (by FMPONE) Making Agency, the popular CSGO map (by Rick_D; map by Puddy and Rick_D) Making of de_cistern (pdf download) (by [TwoBlokes]Smokers_Cough and Habboi) The next two articles cover the basics of multiplayer level design fantastically. Ben's article is more verbose, and the Gamasutra guide is more of a long infographic but both are simple and clean in delivery and are absolutely essential reading:
Ben’s Small Bible of Realistic Multiplayer Level Design [MUST READ] The Visual Guide to Multiplayer Level Design - Gamasutra [MUST READ] Don't forget to watch 3kliksphilip's Basic and Advanced CSGO Tutorials.
Compilation Errors
When trying to compile your map, it's possible that it can fail. Luckily the interlopers.net forum have a very handy Compile Checker which will scan your compile log and tell you what went wrong!
Another popular cause of compile failures is leaks. Sometimes the warnings in the compiler are more obvious as to what the problem is, so a good thing to do is check for these leaks. Simply go to "Map > Load Pointfile". Provided this was the cause of the problem, you should see a number of red squiggly lines that lead from inside your map via a crazy path to the void. You can trace these back to find what is leaking and patch it up. If you can't find a .lin file for your map, a leak is not the problem!
Causes of leaks:
Props reach / exist outside the boundary of your map Light has leaked into the void during vrad.exe Gaps in world geometry let vrad through func_detail does not block vrad Displacements do not block vrad area_portal not closed properly and loops back round to itself Many other reasons - (VDC article on leaks)
Optimisation
Optimisation is a very important part of mapping, and if not considered from an early stage it can be a huge, crippling task further down the line as well as limiting anything other than the most powerful of computers playing it. People playing your map want the smoothest experience, so let's try to give it to them! Without trying to scare anyone off, here are a few tips:
The best ways you can start is by building all your brushes with the nodraw texture, and only texturing the faces that can be seen within the map. Turning elements of your map that jut into the middle of a room into a func_detail is a good way to simplify the rendering process. It gets more complicated than that, but it's a good place to start. Areaportals are also a nice, simple way to optimise especially if a room has quite a lot of props in it. Hint/Skip brushes are a little more fiddly to place, so leave these for when your layout (not detailing) is more complete, but they help the game to not render parts of the map that are out of your line of sight. PLEASE check the resources to better deal with these tools, this is primarily a list to make you aware of what methods are available. For further reading on optimisation (highly recommended), here are a few links:
Interlopers Optimisation ToppHATTwaffle Optimisation ToppHATTwaffle Skybox and func_detail will2k Optimisation
Screenshots and Radar Creation
When presenting your maps to us in the forum (and the same applies to the workshop), please provide plenty of screenshots! Yes, the best feedback will come from a good play test and a run around, but not everyone has the time for that and some people need to be convinced to have a look, and sometimes there are plenty of things that don't need to be playtested for that can be shown very simply through an image that decreases the time taken for feedback.
The best way to take the screenshots is in the highest quality and resolution your computer will allow (as for static screenshots you shouldn't have to worry about low fps), and don't overdo one area - if it's particularly complex, take enough to show all the angles otherwise a radar view shot will fill in the rest. To help you, here's a little string of console commands you can use to get the most from your screenshots:
// ALL SCREENSHOTS, INC RADAR sv_cheats 1; // Unlocks restricted console variables (convars). Use this first otherwise most of the following convars will not work. bot_kick; // Bots tend to detract from the map with blood spatters, death, and totally random camping spots. Remove them for cleaner screenshots. noclip; // Allows fully unlocked movement to fly around and get the best angles for those tasty screenshots. mat_postprocess_enable 0; // Disables any effect that is applied after (post) processing. This includes the grain and vignette overlays in the game but also any sort of colour correction that may have been applied. net_graph 0; // We don't need to see your fps. cl_drawhud 0; // Use this to hide on screen "hud" elements like your radar, ammo, and crosshair. r_drawviewmodel 0; // Hides your view model which includes your arms and anything you may be holding (guns, knife, bomb). fog_override 1; fog_enable 0; // These two commands should be used together for the desired fog removal effect, and in the listed order. The first part allows fog settings to be overridden, and the second part disables fog. // RADAR OVERVIEW SPECIFIC cl_leveloverviewmarker 1024; // To use this you should change your resolution to 4:3 1280x1024 for the most accurate results. When activated, it will draw a 1024x1024 red lined box on screen from the top left corner and if the resolution is set correctly you will only see the one red line down the right side of your screen (or not at all if you use a 4:3 ratio screen). Use this as a marker and fit your overview screenshot within this red box. cl_leveloverview 4; // Sets the zoom level for the overview. 0 is default first person view and the higher the value, the further above the map your view. 4 is a good starting value. // TOP TIP #1: Use noclip to fly out of your map's skybox before enabling cl_leveloverview. You will be able to tell when the sky art is replaced with black. Try to look "North" for your map keeping your crosshair pointing straight ahead. This will help you move around more effectively when cl_leveloverview is activated. // TOP TIP #2: Immediately after taking the overview screenshot, open the console (`) and note down the positional data provided to use in making your minimap. mat_fullbright 1; // Ignores map lighting and applies uniform, flat lighting (with limited shadows?). Shadows can be a bit buggy appear fully black if they are visible. r_drawstaticprops 0; // Removes all static props that may obscure overview, but shadows will remain. r_drawskybox 0; // Removes skybox in all forms. *Beware the void, it creates some crazy visuals* To take the most effective radar screenshot, make sure you are outside your map's skybox, preferably the centre of it and your view centred on the horizon to make the lateral movement simpler, as you can use WASD to move around. It's important for your map to have an overview so people are able to see where they are, as well as teammates and enemies when they appear. What has been provided here is only a rough outline on how to do this for prototyping purposes: this Valve Developer Community article on Creating Minimaps should more than easily help you the rest of the way.
Secondly, you may have noticed that there are little icons that fade in on the loading screen for CSGO maps, that represent the team spawns and hostage/bomb areas just as the map finishes loading. You don't need to manually edit the icons in, you must simply add a few more parameters to your radar text file. This Minimap Loading Icons Tutorial will show you how.
Receiving Feedback
Part of the mapping process will be receiving feedback. Crowdsourcing information is a good way to get varied opinions and help further your development but it's important you stay receptive to what's being said. Trying to remain objective is key. For further information regarding feedback this Receiving Feedback article written some time back should have you covered.
Summary
Please do check the links I've provided as a first port of call, but if you really can't find something that's holding you back from progressing on your map, don't be scared to ask here where I, or someone else can hopefully point you in the right direction.
GL HF
-
jackophant reacted to FMPONE in Exotic Places CS:GO Mapping Contest 2019
Mapcore is now holding a Counter-Strike: Global Offensive Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT!
Mapcore's Veteran Judges will be joined by CS:GO Guest Experts on CS maps, such as
Pimp, Moses, The WarOwl, LAUNDERS, adreN, DDK, James Bardolph, and Anders Blume!
How to Enter the Exotic Places Mapping Contest
Post a "Work In Progress" thread in Mapcore’s Official Event Forum!
When you're ready, update your WIP thread with a link to your playable map's Steam Workshop page.
Your thread + playable map constitutes your entry to this contest!
Submission Deadline
Your playable map must be entered by February 1, 2020 at 11:59 PM Eastern Standard Time (EST).
Judging Procedure
Mapcore Judges
FMPONE -- @FMPONE
Puddy -- @puddpuddpudd
TopHattWaffle -- @TopHattWaffle
Guest Experts
Pimp -- @Pimp_CSGO
adreN -- @adreN_Hoag
Anders Blume -- @OnFireAnders
James Bardolph -- @jamesbardolph
Daniel "DDK" Kapadia -- @ddkesports
Jason "Moses" O'Toole -- @OnFireMoses
WarOwl -- @TheWarOwl
Launders -- @launders
Mapcore will announce Contest Finalists on February 10, 2020
To determine 10 Finalist maps, Mapcore Judges will rate Contest maps according to the following 100 point criteria, with any ties broken by our Guest Experts:
25 points: Fun Factor (how well-designed is the map)
25 points: Originality + Relevance to the "Exotic Places" Theme (Exotic meaning it's normal definition as well as "locations seen infrequently in CS:GO")
25 points: Visual Presentation (how aesthetically pleasing and sophisticated is the map)
25 points: Overall Polish (bug-free maps; maps with Soundscapes; maps which run smoothly; other determinations relating to quality)
Finalist mappers will then have one month to make changes based on community feedback.
Top 4 Contest maps and the Grand Prize Winner will be declared on March 16, 2020
After March 10, 2020 Mapcore Judges and Guest Experts will rate every finalist map according to the same 100 point criteria above (Fun Factor, Originality/Thematic Presentation, Visuals, Overall Polish), with any ties broken by Guest Judge Anders Blume.
Mapcore will then declare the Top 4 Contest maps and our Grand Prize Winner!
Contest Prizes
Top 4 Contest Maps receive:
Eternal Bragging Rights
A Spotlight on Mapcore (linking to each epic WIP thread)
A Monetary Prize ($7,500 for First place; $4,500 for Second place; $2,000 for Third place; $1,000 for Fourth place)
Map added to Mapcore’s FACEIT HUB platform for 4 months!
Special Valve prizes! (CS:GO/Valve merchandise, courtesy of Valve Software)
Contest Rules
Entry into this Contest is free of charge for all. Your entry must be a playable map for the PC version of Counter-Strike: Global Offensive. Remakes (maps of the same name and design of an existing map released for public download), sequels (e.g. de_dust3), and spiritual successors (new name for an old design layout) can NOT be entered. Maps that were under creation prior to the announcement of this Contest can be entered, as long as a complete map version (layout and any non-greybox art) was not released for public download. Map entries must be submitted to the CS:GO Steam Workshop AND our Mapcore Contest sub-forum before the deadline. Map authors are free to share their map on any other websites or services they wish, however the map must remain free to download. Multiple map entries are permitted, however each entry will be judged for its own particular quality. Map entries created by teams are permitted, however entrants will have to agree how to split any prizes awarded prior to prize claim and dispatch. Mapcore encourages entrants NOT to update your Workshop map after the deadline. Entries will not be disqualified if updated, but entrants assume the risk of introducing bugs/glitches into their work. Judges will not be asked to overlook such bugs/glitches, so we recommend "finalizing" a polished version of your project before the deadline in order to “put your best foot forward”. Mapcore forum rules must be obeyed. All custom textures, models, etc. must be embedded into the map's .bsp file (FREE TUTORIAL AND TOOL). Assets must also comply with Steam Workshop guidelines. Map authors must be able to accept cash payments. Winners of hardware or physical products will be required to provide a valid shipping address. Judges, Experts, and individuals associated with organizing this contest CANNOT enter, nor provide material assistance to map entrants. If a Finalist entry is disqualified due to violation of ANY of these rules, all applicable winnings will be directed to the next highest-rated map. Void where prohibited.
Contest Eligibility
1. Participant eligibility: This Contest is open to any individual, or teams of individuals, provided they comply with the following:
Participants must not be an Employee or Official Staff Member of the “Organizer” (Mapcore) or “Sponsors” (FACEIT). Participants must not have taken part in the judging, or official announcement of this Contest. Participants must not be a direct relative, spouse, or direct employee of any of the above. If a Contest Judge has previously published a CS:GO level with a participant, that Judge will be fully disqualified from scoring any entry by that person. In place of the disqualified Judge's score, the entire panel of Guest Judges will be asked to rate the entry, and their rating will then be averaged. 2. Legal Age: This Contest is open to any individuals who meet the above “participant eligibility” criteria. In the event that a participant who has not reached the legal age in his/her state wins one or more prizes, he/she must provide contact details for the legal guardian who will claim the prize(s).
Prize Disclaimer
FACEIT will be providing Prize revenue. Mapcore assumes no responsibility.
THANK YOU to our AMAZING COMMUNITY!
And to our INCREDIBLE Sponsor:
https://twitter.com/FACEIT
-
jackophant reacted to text_fish in Exotic Places CS:GO Mapping Contest 2019
Woohoo, another contest to enter and then not have time to complete my map! ? In all seriousness though, thanks for organising this, and good luck to all participants.
I have an annoying question about the theme though, because I find it a bit vague and there are 25 points at stake! Whose definition of "exotic" are we aiming to satisfy? As far as my understanding of the word goes, exotic basically just means "foreign", and we're all foreigners somewhere. I see at least two fellow Brits on the expert panel who might have a wildly different idea of what constitutes Exotic than a judge who lives in the Galapagos or Switzerland.
-
jackophant reacted to Radu in Apex Legends
@Mitch Mitchell Oh come on, man.. The first issue with the minimap, that I understand. The rest is just nitpicking. Auto collect would not work for instance when it comes to attachments as you might prefer to use a low tier scope; you also don't require every type or all of the ammo or consumable as inventory space is limited. TTK is arguable, as the last tier armours are pretty bulky, but don't have much of an issue with that. I get that you like your fps to be as simple and pure as it was back in the day, but those management elements are not bad. Yeah, it's not an arena shooter, but the fights can get pretty intense. I think that's what I like most about it. You have these periods of quiet followed by intense action moments.
Btw, Vince Zampella, CEO of Respawn, has mentioned in some article that EA was not involved whatsoever with their decision to develop Apex and release it the way that they did. And he has also confirmed that there will be more of Titanfall later this year, though not sure if we're seeing the third entry. I think this was a good move for their long term success. If they manage to retain at least a quarter of those player for the long haul, it would probably boost their sales for their future ips significantly. That's something they could do with after their previous two releases.
-
jackophant reacted to PogoP in Apex Legends
Forget what I said, I'm addicted to this game. And I'm apparently really good at it too, I dunno how. Got 3 wins the other night with 8+ kills average.
RIP PUBG.
-
jackophant reacted to blackdog in Counter-Strike: Global Offensive
Enjoyed the first session. Main problem maybe a bit laggy, despite the amount of things to learn it pretty well implemented (haven’t played any other BR game). I wish there was more armour and ammo so to shoot a bit more. Haven’t got used to the fact that you can regenerate health
I got a chicken dinner with @jackophant, one solo, and one with @esspho and @Squad.
Got the recordings but I’m not sure how to edit to make it interesting, is not like watching a competitive clutch.
Anyway great fun, thanks for playing guys!
-
jackophant reacted to Vaya in [CSGO] Victoria
not that local - I live in Edinburgh I was down seeing queens of the stonage last year and found this.
