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Everything posted by Klems
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Meh, I wish they went with the vampire/werewolf theme. Doesn't look like there will be a wingsuit/parachute/almost everything that made Far Cry 3 fun. The technological prowess of this period include spear-thrower and the invention of the wheel, what a blast this will be.
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Monaco is a pretty modern and clean city. There's lots of big roads everywhere and lots of elevation, it's weird. I would get rid of these barrels and rock walls, it doesn't fit the them IMHO. It's actually a really nice theme, lots of potential! Both in layout and visuals.
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Congratulations to our finalists and Grand Prize Winner, DE_EMPIRE!
Klems commented on FMPONE's article in Special Events
Congratulations to Andre! You deserve it. Now it's off to partying and being sad about the mapcore swag. -
I have no idea where I should post this so I'll settle for this thread. You need a recent browser and a somewhat decent GPU to view this.
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Third one for sure. If your level lacks color add some with sprites and lights. Otherwise we should see the second one with a proper light_env! The lighting doesn't match the skybox so it's hard to juge.
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Just released an update! Changelog: - Blocked the fence at A Long. - Removed Ramp, added Tetris instead. - Improved cover at electric tower in A. - Added a small metal ledge between window and ruins. - Switched glass window for a fence. - Added a skydome with moving clouds. - Made the trickjump to boost spot over B slightly easier. - Added pirate flag in B. Imgur album of the changes: http://imgur.com/a/H0IhL
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Here is the heatmap from the reddit playtest http://demo.ehvag.de/#55ed99e06e8dfd4a22ede5b1,55ed99df6e8dfd4a22ede5b0,55ed99e06e8dfd4a22ede5b2,55ed99f96e8dfd4a22ede5b3,55ed99f96e8dfd4a22ede5b4,55ed99fb6e8dfd4a22ede5b5,55ed9a146e8dfd4a22ede5b6,55ed9a186e8dfd4a22ede5b8,55ed9a166e8dfd4a22ede5b7,55ed9a346e8dfd4a22ede5b9,55ed9a3b6e8dfd4a22ede5ba,55ed9a3d6e8dfd4a22ede5bb,55ed9a636e8dfd4a22ede5bc,55ed9a636e8dfd4a22ede5bd,55ed9a656e8dfd4a22ede5be,55ed9a956e8dfd4a22ede5bf,55ed9a956e8dfd4a22ede5c0,55ed9a9d6e8dfd4a22ede5c1,55ed9adc6e8dfd4a22ede5c2,55ed9adc6e8dfd4a22ede5c3 I did the math, the map is approximatively 51.3% T sided, much better than it was before. I changed a few things according to feedback, reajusted the spawn a little, also tweaked the sky and added a skydome with movings clouds. @Psyrius Targets was actually one of my idea in the beginning, I'll work on it now
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Thanks for the comments! The glass is here to soak up damage, the AK47 stop being a 1-hit kill but the Deagle stay that way. It changes things a bit, kinda like jail in season. Fences and grates doesn't have particles effects and have the same effect, it might be a better alternative. If players don't like it I'll remove it entirely. Without the smoke decal I wonder if players will understand the role of the tower. The decal itself could be a bit more subtle though.
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Visibility and layout seems nice. I really like the tower in the middle of the map and the area beneath it, it's a nice landmark to have. Is this an old map refitted for the contest? I distinctly remember the Long A area, but looking at screenshots in the front page it looks like you made it from scratch. http://imgur.com/a/MUqMZ
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de_royal (previously de_street)
Klems replied to jakuza's topic in Reddit + Mapcore CS:GO Mapping Contest
I kinda agree with the guy saying it looks like Dunwall, I liked all the little details, nooks and crannies through the map. The sound design especially is nice, it add a lots to the map. However it might be a little overdone, usually CS players don't like loud noises. The seagulls, and especially the clock, are waaay too loud. http://imgur.com/a/zhECo -
Ran around the map, I liked the vents, they seemed fun to use. I remember this map back then, the visuals changed a lot! Your radar isn't normalized compared to official/operations maps, it should be a dark/black background, not gray. http://imgur.com/a/wvfaf
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Reddit + Mapcore CS:GO Mapping Contest Finalists Announced!
Klems commented on FMPONE's article in Special Events
I'm so happy right now Congratulation to the other finalists and participants! So many good maps came out from this contest. I can't wait for all the feedback I'm gonna get. Now let's use that opportunity to improve our maps further guyz. -
You need to change those vegetation textures ASAP, they're fucking ugly. In real life vegetation is never that dense, it looks like moss at best. Add some holes in the blendmodulate texture. You can also add some overlay on top of it. The walls in B are way too thin, wallbangs are fun but it looks weird. If you really need the wallbang area I suggest adding wooden planks ala mirage. The bombsites aren't really well defined. Where are the limits, where can I plant? What am I even trying to destroy? A patch of grass and a small monument? I like the 3D skybox and the fact that you can see landmarks from all over the map. Also the lack of sky brushes is nice.
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Ran around the map, layout seems fun, vertical and all, I liked the creative use of ladders. So many good maps are being released, I feel smaller than I was before. Where are the leafs coming from? I don't see any trees up here. This doesn't read like a ladder at first glance. This prop is pretty common through the game and is never used as such. I only knew it was a ladder because I expected one after seeing the one just above. I don't like trigger_hurt, it feels unresponsive and is very artificial. Sometimes it's unavoidable but I think you could try something else here. It's even worse if it kills you when you would've survived the fall. You should try to minimize the area of textured surfaces. This add to the compile time, map size and overdraw while ingame. Especially on big brushes like these. Most of the time it's best to clip the brush and suffer the additional nodrawed brush; the brush limit is pretty big anyway. ditto
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This doesn't look like southern france. For one the roofs are too sloped and the texture doesn't fit, the 3D skybox mountains are too tall and weirdly colored, and the vegetation doesn't look like anything we have back here. The yellow/orange stone texture is a bit too contrasted, I think the visuals would improve a lot if you changed it for something with more resolution and less contrast. Look at this http://previews.123rf.com/images/zechal/zechal1212/zechal121200031/17507330-Gordes-medieval-village-in-Southern-France-Provence--Stock-Photo.jpg Residential areas are a good way of adding colors http://images.everytrail.com/pics/fullsize/4135895-Screen_shot_2012-02-09_at_12.52.04_PM.png It's just so cosy man. https://schwingeninswitzerland.files.wordpress.com/2012/05/dsc_0997.jpg Right now there's a bit too much pallets and crates for my liking. I think the resort assets are available no? It have proper vegetation for once.
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I'd say only add something to your map if it add something to the gameplay. Verticality for the sake of verticality only makes things more confusing, especially in CS with the whole radar, 3D sounds and gimbal lock issues. I still can't wrap my head around Mist. Dust2 is a good exemple, is the verticality really needed here?. You would be able to peek B from A long if there was no ramp, lower/middle/cat wouldn't be the same at all. If T-Spawn wasn't elevated you wouldn't be able to snipe CT crossing so easily. It's the geometry of the map that makes it interesting.
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I tried things There's picture above for comparisons, the sunlight is slightly more colored and the sky appears more pinkish. For some reason the 4way blend doesn't work, I'm not sure why. One of the texture appears darker than it should, and it changes when you move the mouse.
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Thanks for the comments! I'll see what I can do with the lights. I tried adding spotlights in bombsite B but it looked bad. I haven't changed the sunlight, only the post processing changed (as far as I remember). The fields will definitely be vertex painted.
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Hello mapcore, So I just released an update to de_bourg. Most of the map haven't changed, it's mostly layout changes to try and make it more balanced, a little bit wider and less awkward. Mainly middle is way bigger, bombsite A is slightly different, long A is a bit tinier and T-Spawn has changed a lot. There's more details to add here and here but it should be final. Download at Steam Workshop
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Need more colors and less noisy textures below head level. It looks unreadable in some places and it's a bit depressing dull overall. Apart from that it's shiny pretty.
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What if someone stay in the spawn indefinitely? Lapin is right tho. Alternatively you can use a game_zone_player with a logic_timer and logic_compare to count the number of players in a zone. I have an irrational distrust of triggers, this is probably unnecessary.
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What is the place of scientists/engineer in the gaming industry ?
Klems replied to laminutederire's topic in Off-Topic
I think what he meant is that, regarding the code structure, simulation are very close to games. If you made simulations it shouldn't feel too different. I tend to agree. With just your degree this is unlikely. You should know how to write good code first and foremost. If you know how to code, you can do anything. If you have a scientific background it shouldn't be too hard to code cool stuff (AI, advanced rendering, physics, etc), as you will have the tools required to do such things. Most coder struggle with simple maths, but you won't, and that's a huge plus. -
What is the place of scientists/engineer in the gaming industry ?
Klems replied to laminutederire's topic in Off-Topic
Unless you're planning to be a somewhat specialized engine coder or consultant in some big company (or if you're working on the next Kerbal Space Program), I don't really see how a scientist/engineer background would really help. I mean sure, science is always useful, but that's true regardless of what you're working on. Simple trigonometry and geometry will always help any kind of 3D artist, but you don't really need a math degree to do those. Having a physic degree would probably help a sound designer, but the most important part is actually being able to design sounds, not solving equations about sounds. Unless you were to code your own engine... Even then, depending on your engine, there are several free and efficient physics engines available. Most graphics features of modern game engines are well documented. A math/physic level of bac+1 (first year uni) would probably be sufficient (as long as you know how to code of course).
