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El_Exodus

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El_Exodus last won the day on July 31 2019

El_Exodus had the most liked content!

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  • Discord
    El_Exodus#9070
  • Battlenet
    Exodus#22896
  • Origin
    El_Exodus
  • PlayStation Network
    Exodussy
  • Steam
    El_Exodus
  • Twitter URL
    http://twitter.com/el_exodus

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  • Location
    Germany

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  • Website
    http://exodus-devblog.blogspot.de/

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9,736 profile views
  1. You must be trolling. Please tell me you are..
  2. HELL YEEEEE MY BOIIIIS This is some great news!! Congrats to all the others!
  3. This is the type of content I expect on reddit.
  4. The place names are on the list, but I currently prioritize my time into improving gameplay. It'll come down the line! The other stuff is fixed, thanks
  5. When I played the map I had a few concerns The long outside route towards A was veeery long. It was so long that it wasn't really viable to use apart from some unexpected flanks. The clipping really made it hard to focus on fighting the opponents. It was often a PvE fight to get in certain places. Then the timings for B were a tad too quick for CTs as well. You can push out and frag Ts which are still on the hill running up. Felt a bit cheeky Generally, some areas felt a bit underdeveloped in terms of options. When I think of maps taking place on a carrier, I kinda expect a 50/50 mixture of long range and CQB. The CQB part was a bit missing imo. Even indoors I had that feeling. Your very unique setting for the theme allows to balance the range of battles quite nicely in theory. Outside: Long range, Indoor: CQB. Maybe you can play around with that a bit more In terms of visuals: Considering the carrier stranded (years ago?), I wish there were a lot more wear to it. Rusty metal, sheets of rusty metal hanging around, scavanged electronics inside etc etc. There's a lot of crazy stuff you can do. I certainly have to play more so I can give more precise feedback. This is just the overall feeling I've got from that one game. The map's got a sick theme and I'd love to see it become the best it can be. You got this ?
  6. Very happy to see Jingshen on the list Congrats to all the other finalists! Now onto polishing
  7. Thanks for the feedback! There are actually two dinghys in the water next to T spawn already The wall textures are on the list to get an overhaul soon ? The tree and other issues with popping in-n-out objects is fixed, thanks Also thanks for the feedback! We will continue to work on the lighting, that's for sure. We'll have a look at the gazebo lighting as well then The cratestack in mid is now clipped ? I improved the visibility to the window slightly, but there will need to be another visibility pass to ensure the best possible experience for players. Keep the feedback coming! We won't stop improving the map until it's the best it can be
  8. Welcome to Jingshen! Jingshen is a fictional small village in the beautiful landscapes of Asia. It may seem like a quiet and peaceful place - but watch out! There is trouble on the way to bring mischief and destruction. It won't be quiet anymore very shortly. Jingshen is a bomb defusal map which was designed to deliver a unique playstyle while being just familiar enough allowing new players to pick it up quickly. Brought to you by @Freyja (Environment Art), @Lefty (3D Art) and @El_Exodus (Level Design) Download the map here: https://steamcommunity.com/sharedfiles/filedetails/?id=1984637676 Overview: More Screenshots here: https://imgur.com/a/nOCp3ls
  9. Some of my impressions from playing the map a dozen or so times during the last week: Collision on many models is very poor. Rocks are the biggest offender here. And the crane. Tried shooting through it and although there being a huge gap, bullets were blocked. Frustrating Performance: Despite being on a high end system, I still get stuttery mouse movement when being around the center of the map. I've seen you used limited render distance of models a lot already, but that still doesn't do the job very well. (Sometimes objects disappear too early btw. Shot a guy who thought he's behind cover) I guess you need to look into combining props to reduce drawcalls. Freedom of movement feels quite limited at times. The little fences blend well with the background and block me all of the sudden when I'm focused on other things. Some areas are not easy to get out of since there are limted options. When you play blacksite for example, all areas on the map are designed in a way, that you can jump from point A to B which gives you TONS of possibilities to change your position. Doesn't feel the way on your map. Water is too deep in gameplay areas Dark rocks don't really fit the visuals. They need to be brighter to fit the environment more
  10. Many still can't make the first jump. So calm your banana.
  11. Hey people, as some of you might have seen we're expanding our Mapcore Hubs on Faceit to South America, Southeast Asia and Oeania. That means we're going to need help from the community to get these running smoothly. If you're interested to help out as a moderator, please go ahead and fill out this form https://docs.google.com/forms/d/e/1FAIpQLSfRZuv6am19pur1BeNPqrLkEIOm_Paf8-1tknCFKzRTnnavRw/viewform
  12. 5 year old thread? No worries, i got this. There are currently 2 merch stores: The old one: https://shop.spreadshirt.co.uk/mapcore/ and the new one: https://teespring.com/stores/mapcore 1. The old one should be nuked to avoid confusion. Also: Old logo. 2. The new one got cut down for some reason. Can't buy a mug no more? GUYS! MURGS - WE NEED THEM MURGS!! 3. The store isn't really linked to around here. Gotta fix that. ? Edit: Tagging some cause otherwise nobody will find this comment ever. @FMPONE @Thrik @Yanzl
  13. What's your process of that if I may ask? I thought autocombine turned out unusable for us non-Valve plebs. Would be cool to see how it's done properly
  14. Watched the reveal earlier and I have to admit that it looks so much better than I expected. It seems to be the COD after many years, which will actually deliver something new. I like. Definitely will jump into the beta when it's there and see for myself.
  15. Man the lighting still hurts my eyes. Try to get a natural lighting with light_environment going first. And only when that's natural, start adding your neon lights to the map. Right now I wouldn't want to load up the map ingame tbh. Use your references properly and analyze why they look the way they look.
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