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untor

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  1. Like
    untor got a reaction from That50'sGuy in Swamp   
    10 days have passed, we had feedback, thank you all. What will be in the next update?
    - Many fixes for overlaps, gapes, and more.
    - Update timing for CT Side, and changes spawn position.
    - Add some new details for navigation voice tag.
    - Replace old displacement waterplant blending to prop overlay
    - New boat for T side and A bombsite (yes, re-model from canals boat) 

  2. Like
    untor got a reaction from DutchCrazyGamer in Swamp   
    The second deadline is drawing near. And it's time to tell you about what we did, and what we failed to do.

    What have we done:
    - A community work was done with the community, a lot of demo records and streams were watched.
    -Improved overall visual quality.
    -Improved performance.
    -Improved balance and perception.

    What we will do:
    - Performance.
    At the time of building the basic geometry, we noticed that open spaces are detrimental to performance. We wanted to preserve the unique layout and unique gameplay tools and do everything to make the map work better. What now does not allow to make optimization better. In fact, the game engine itself. We have a bug in which the Areaportal lowered into the water does not work correctly. Namely, at the moment of passing through it, the sound of immersion in water is made and it seems that the character is floating. Thus, we cannot cut off part of the geometry on the T side from the bombsite A. Because all cutline placed inside the water.

    What tools are now helping the map work.
    We use tradition optimization tools (hint/skip; areaportals; skyboxes) and newer system of auto-combination of static props. This reduced the number of draw calls. We used simple materials and more props used similar material.

    We are still working on productivity and really hope that we will succeed. But now we have quite good results in comparison with the first release.
    At the moment, the performance of the map at a low graphics setting is not much different from other maps, with the exception of special cases described earlier.
    The map performance at high graphics settings gives a good visual elaboration, but also takes a little more system resources than other maps.


    Thank you for understanding and support. With the community, we make the Swamp better.
  3. Like
    untor got a reaction from zombi in Swamp   
    The second deadline is drawing near. And it's time to tell you about what we did, and what we failed to do.

    What have we done:
    - A community work was done with the community, a lot of demo records and streams were watched.
    -Improved overall visual quality.
    -Improved performance.
    -Improved balance and perception.

    What we will do:
    - Performance.
    At the time of building the basic geometry, we noticed that open spaces are detrimental to performance. We wanted to preserve the unique layout and unique gameplay tools and do everything to make the map work better. What now does not allow to make optimization better. In fact, the game engine itself. We have a bug in which the Areaportal lowered into the water does not work correctly. Namely, at the moment of passing through it, the sound of immersion in water is made and it seems that the character is floating. Thus, we cannot cut off part of the geometry on the T side from the bombsite A. Because all cutline placed inside the water.

    What tools are now helping the map work.
    We use tradition optimization tools (hint/skip; areaportals; skyboxes) and newer system of auto-combination of static props. This reduced the number of draw calls. We used simple materials and more props used similar material.

    We are still working on productivity and really hope that we will succeed. But now we have quite good results in comparison with the first release.
    At the moment, the performance of the map at a low graphics setting is not much different from other maps, with the exception of special cases described earlier.
    The map performance at high graphics settings gives a good visual elaboration, but also takes a little more system resources than other maps.


    Thank you for understanding and support. With the community, we make the Swamp better.
  4. Awesome
    untor got a reaction from NikiOo in Swamp   
    The second deadline is drawing near. And it's time to tell you about what we did, and what we failed to do.

    What have we done:
    - A community work was done with the community, a lot of demo records and streams were watched.
    -Improved overall visual quality.
    -Improved performance.
    -Improved balance and perception.

    What we will do:
    - Performance.
    At the time of building the basic geometry, we noticed that open spaces are detrimental to performance. We wanted to preserve the unique layout and unique gameplay tools and do everything to make the map work better. What now does not allow to make optimization better. In fact, the game engine itself. We have a bug in which the Areaportal lowered into the water does not work correctly. Namely, at the moment of passing through it, the sound of immersion in water is made and it seems that the character is floating. Thus, we cannot cut off part of the geometry on the T side from the bombsite A. Because all cutline placed inside the water.

    What tools are now helping the map work.
    We use tradition optimization tools (hint/skip; areaportals; skyboxes) and newer system of auto-combination of static props. This reduced the number of draw calls. We used simple materials and more props used similar material.

    We are still working on productivity and really hope that we will succeed. But now we have quite good results in comparison with the first release.
    At the moment, the performance of the map at a low graphics setting is not much different from other maps, with the exception of special cases described earlier.
    The map performance at high graphics settings gives a good visual elaboration, but also takes a little more system resources than other maps.


    Thank you for understanding and support. With the community, we make the Swamp better.
  5. Awesome
    untor got a reaction from JorisCeoen in Swamp   
    The second deadline is drawing near. And it's time to tell you about what we did, and what we failed to do.

    What have we done:
    - A community work was done with the community, a lot of demo records and streams were watched.
    -Improved overall visual quality.
    -Improved performance.
    -Improved balance and perception.

    What we will do:
    - Performance.
    At the time of building the basic geometry, we noticed that open spaces are detrimental to performance. We wanted to preserve the unique layout and unique gameplay tools and do everything to make the map work better. What now does not allow to make optimization better. In fact, the game engine itself. We have a bug in which the Areaportal lowered into the water does not work correctly. Namely, at the moment of passing through it, the sound of immersion in water is made and it seems that the character is floating. Thus, we cannot cut off part of the geometry on the T side from the bombsite A. Because all cutline placed inside the water.

    What tools are now helping the map work.
    We use tradition optimization tools (hint/skip; areaportals; skyboxes) and newer system of auto-combination of static props. This reduced the number of draw calls. We used simple materials and more props used similar material.

    We are still working on productivity and really hope that we will succeed. But now we have quite good results in comparison with the first release.
    At the moment, the performance of the map at a low graphics setting is not much different from other maps, with the exception of special cases described earlier.
    The map performance at high graphics settings gives a good visual elaboration, but also takes a little more system resources than other maps.


    Thank you for understanding and support. With the community, we make the Swamp better.
  6. Like
    untor reacted to JorisCeoen in Swamp   
    If you've played Left4Dead2 then obviously this brings back great memories of the Swamp level 😃 there's no denying that it has inspired the artwork to some extent, but it's even more impressive that you were able to find the right assets to combine with the theme, edit them, and apply them in the map so it elevates the overall feel and detail even more than it did back when L4D2 was released. I personally think this entry has the most impressive detailwork to bring the level alive. The small grass, rocks and blend textures all fit into one complete picture that feels realistic and comfortable. The water foliage in particular is amazing, and I'm surprised at the readability and clarity the map has, given its amount of flora.
    However, it's sad that the map suffers heavily from performance. I'm running a 1050ti and I would be able to comfortably play Anubis or Mustang (and many other entries in the top-10) without problems. Even Cache ran a lot better than Swamp, and that map also has a ton of foliage and swaying. It's a huge bummer, because it drops below 50fps in many places. It's important to hold performance in high regards, because while CS:GO does go with hardware improvements over time, it remains a fact that many people run on a budget when playing Counter-Strike and think of performance as one of the most important factors when choosing to queue in MM or play on dedicated servers.
    Therefore I think the most crucial working point for this map is to improve the performance. I could literally not even suggest ONE thing to improve the visual quality at this point, so I think you're safe to go all-in to improve the FPS. I'm not sure what exactly FMpone did to improve Cache over time, but one thing he certainly did was limit the amount of foliage props and replace it for blendtextures or something else, to reduce the overall polycount and drawcalls. Or, combine props to reduce drawcalls. Or reduce the amount of shaders that are being used in one space.
    The one and only tiny suggestion that I can think of (visually), is that the text on the crocodile warning signs feels out-of-place. I don't think any realistic warning sign would say something like 'if you wanna be food then please go into the water' 😅 keep it in tie with the realism of the visuals. Also, while inventive and fun to experiment with, I'm just not a fan of the slowing down in the water thing. It's hindering flow (obviously the point, but still), and just makes me not wanna enter the water, ever. It basically seals a part of the map that could otherwise be used for good fun. It also makes no sense that the water in Swamp would slow you down, but not in Canals... I guess it's something to think about.
    As it stands now, though, Swamp would be a deserved third place, almost solely due to the performance issues it is currently facing. Still, it holds up entirely on its own in all the other categories, and I don't see Swamp going anywhere else but the top-3.
    Congratulations, and good luck crancking up those frames 😉!
  7. Like
    untor reacted to grapen in Mustang (formerly Everest)   
    Map has been updated with some experimental gameplay changes and new visuals.
  8. Like
    untor got a reaction from Squad in Exotic Places CS:GO Mapping Contest 2019   
    I think it's silly to sort things out. You can spend a bunch of hours and more discussing the top 11.
    What I think - I have always been taught - it is important to be able to present yourself and your creativity. And no matter what brilliant thing I would create, nothing matters if it is not done accurately and presentably. At the university, I was deprived of a scholarship, from just one small spot, on white paper. It was a shame, but I save it for me, and think it was important to do accurately and on time. I think this quality is not enough for many artists.

    Regarding the layouts and their similarity.

    If we start to beat everyone who uses the basic layout of clover and their similar ones, most likely we will have to make maps for RTS or Open space games like PUBG. And even then, we run into the idea of clover.
    Why is that? We will analyze any map into parts. And we will understand that it is ideal for each point to have a triangular shape. And adding up the mechanics of 2 key points, we get the shape of a clover.

    The reader can give a comment, you are wrong, you can come up with a 5-sided shape and so on. But in truth, no. Having made 5 exits to the key point, 2 of them will always be empty or will refer to the remaining 3.

    And since they are superfluous and will not be used, why are they? 
    Let's look at DotA 2. Game 5 vs 5, 3 lines used, same clover? - Yes. Is it convenient to play? - Yes. How did valve diversify the map? They changed the candy wrapper, but did not change the candy, not because they could not, but because the balance can disturbed.
    Now back to the discussion, the gameplay is important and how important the visualization is. Part of the gaming experience is the environment. And it is the environment that shapes the situation. even, for example, top 11. We see how much the environment affects the feeling, already on the familiar composition of the maps.

    And now, those who disagree with me, try to come up with a chair. New, unique chair. Believe my experience - this is a real challenge. With one way or another, you will come across a generally accepted basic composition, because it is the only correct one, and the only thing you can do is change the visual form.

    (in Russian it song is cool, not sure about understandable in English)
    I Glad too see great maps in top 11. Congratz! 
  9. Like
    untor reacted to RadimaX in Norte | 3 Bombsites Map   
    Just felt like this could simplify it overall & make things more straight forward, you could incorporate essential things from the removed part in the smaller map:

  10. Like
    untor got a reaction from cruptor in Exotic Places CS:GO Mapping Contest 2019   
    I think it's silly to sort things out. You can spend a bunch of hours and more discussing the top 11.
    What I think - I have always been taught - it is important to be able to present yourself and your creativity. And no matter what brilliant thing I would create, nothing matters if it is not done accurately and presentably. At the university, I was deprived of a scholarship, from just one small spot, on white paper. It was a shame, but I save it for me, and think it was important to do accurately and on time. I think this quality is not enough for many artists.

    Regarding the layouts and their similarity.

    If we start to beat everyone who uses the basic layout of clover and their similar ones, most likely we will have to make maps for RTS or Open space games like PUBG. And even then, we run into the idea of clover.
    Why is that? We will analyze any map into parts. And we will understand that it is ideal for each point to have a triangular shape. And adding up the mechanics of 2 key points, we get the shape of a clover.

    The reader can give a comment, you are wrong, you can come up with a 5-sided shape and so on. But in truth, no. Having made 5 exits to the key point, 2 of them will always be empty or will refer to the remaining 3.

    And since they are superfluous and will not be used, why are they? 
    Let's look at DotA 2. Game 5 vs 5, 3 lines used, same clover? - Yes. Is it convenient to play? - Yes. How did valve diversify the map? They changed the candy wrapper, but did not change the candy, not because they could not, but because the balance can disturbed.
    Now back to the discussion, the gameplay is important and how important the visualization is. Part of the gaming experience is the environment. And it is the environment that shapes the situation. even, for example, top 11. We see how much the environment affects the feeling, already on the familiar composition of the maps.

    And now, those who disagree with me, try to come up with a chair. New, unique chair. Believe my experience - this is a real challenge. With one way or another, you will come across a generally accepted basic composition, because it is the only correct one, and the only thing you can do is change the visual form.

    (in Russian it song is cool, not sure about understandable in English)
    I Glad too see great maps in top 11. Congratz! 
  11. Awesome
    untor got a reaction from slavikov4 in Swamp   
    Welcome to the outskirts of Louisiana!
    A bomb defusal map set in a swamp where the wood industry once glowed with enthusiasm and joy but then was forgotten by man. The sound of machines and humans silenced just as quickly as the water rose, the greenery grew and the animals took over.
    However, passing boats have recently heard the sound of man again and large shipments of goods appear to be coming to the old sawmill.
    Housing near the swamp has been in contact with the police... what looked like a routine mission became a struggle to survive, they were not equipped and ready for a fight against terrorists and the forces of nature.

    SUBSCRIBE AND PLAY! 


    Screens under spoiler
     
  12. Like
    untor got a reaction from slavikov4 in Swamp   
    10 days have passed, we had feedback, thank you all. What will be in the next update?
    - Many fixes for overlaps, gapes, and more.
    - Update timing for CT Side, and changes spawn position.
    - Add some new details for navigation voice tag.
    - Replace old displacement waterplant blending to prop overlay
    - New boat for T side and A bombsite (yes, re-model from canals boat) 

  13. Like
    untor reacted to Brakuren in Swamp   
    Warowl played the map on stream here is a link:
    https://www.twitch.tv/videos/554571591?t=01h23m32s
  14. Like
    untor reacted to zombi in Swamp   
    Hey, I have played 2 matches already. Layout seems cool but maybe too hard without grenades? For me water is more annoying than fun and cool future. Maybe think about removing it or reducing areas with water? Also visibility is pretty bad on this map with all this green CT skins. Finally I think CT need some cover on outside A, something like tree or plank of wood. TT needs just 1-2 flashes to dominate this area (if they find a green opponent in a green area which is really hard and annoying). I like the map and wish you all the best.
     

  15. Like
    untor reacted to Brakuren in Swamp   
    Found some bugs on the map. This map as an amazing soundscape and the alligator textures are so good!
     
  16. Like
    untor reacted to Vaya in Exotic Places CS:GO Mapping Contest 2019   
    nuke + train are also 2 of the oldest layouts in the game. They are 'accepted' due to this and any change valve can force. We don't have that luxury. Come back and say the same stuff when you've been doing this a while, you'll have an epiphany sooner or later.
  17. Like
    untor reacted to Puddy in Exotic Places CS:GO Mapping Contest 2019   
    Okay, I think it's time for everyone to take a breather. From here on, post quality must take an upward swing or we'll have to break up the mud wrestling.
    Feel free to discuss but please avoid making things personal, don't drag specific entries through the dirt and please motivate your opinions, expain your reasoning etc.
    Thanks in advance!
  18. Like
    untor got a reaction from blackdog in Exotic Places CS:GO Mapping Contest 2019   
    I think it's silly to sort things out. You can spend a bunch of hours and more discussing the top 11.
    What I think - I have always been taught - it is important to be able to present yourself and your creativity. And no matter what brilliant thing I would create, nothing matters if it is not done accurately and presentably. At the university, I was deprived of a scholarship, from just one small spot, on white paper. It was a shame, but I save it for me, and think it was important to do accurately and on time. I think this quality is not enough for many artists.

    Regarding the layouts and their similarity.

    If we start to beat everyone who uses the basic layout of clover and their similar ones, most likely we will have to make maps for RTS or Open space games like PUBG. And even then, we run into the idea of clover.
    Why is that? We will analyze any map into parts. And we will understand that it is ideal for each point to have a triangular shape. And adding up the mechanics of 2 key points, we get the shape of a clover.

    The reader can give a comment, you are wrong, you can come up with a 5-sided shape and so on. But in truth, no. Having made 5 exits to the key point, 2 of them will always be empty or will refer to the remaining 3.

    And since they are superfluous and will not be used, why are they? 
    Let's look at DotA 2. Game 5 vs 5, 3 lines used, same clover? - Yes. Is it convenient to play? - Yes. How did valve diversify the map? They changed the candy wrapper, but did not change the candy, not because they could not, but because the balance can disturbed.
    Now back to the discussion, the gameplay is important and how important the visualization is. Part of the gaming experience is the environment. And it is the environment that shapes the situation. even, for example, top 11. We see how much the environment affects the feeling, already on the familiar composition of the maps.

    And now, those who disagree with me, try to come up with a chair. New, unique chair. Believe my experience - this is a real challenge. With one way or another, you will come across a generally accepted basic composition, because it is the only correct one, and the only thing you can do is change the visual form.

    (in Russian it song is cool, not sure about understandable in English)
    I Glad too see great maps in top 11. Congratz! 
  19. Wat
    untor got a reaction from Tynnyri in Exotic Places CS:GO Mapping Contest 2019   
    I think it's silly to sort things out. You can spend a bunch of hours and more discussing the top 11.
    What I think - I have always been taught - it is important to be able to present yourself and your creativity. And no matter what brilliant thing I would create, nothing matters if it is not done accurately and presentably. At the university, I was deprived of a scholarship, from just one small spot, on white paper. It was a shame, but I save it for me, and think it was important to do accurately and on time. I think this quality is not enough for many artists.

    Regarding the layouts and their similarity.

    If we start to beat everyone who uses the basic layout of clover and their similar ones, most likely we will have to make maps for RTS or Open space games like PUBG. And even then, we run into the idea of clover.
    Why is that? We will analyze any map into parts. And we will understand that it is ideal for each point to have a triangular shape. And adding up the mechanics of 2 key points, we get the shape of a clover.

    The reader can give a comment, you are wrong, you can come up with a 5-sided shape and so on. But in truth, no. Having made 5 exits to the key point, 2 of them will always be empty or will refer to the remaining 3.

    And since they are superfluous and will not be used, why are they? 
    Let's look at DotA 2. Game 5 vs 5, 3 lines used, same clover? - Yes. Is it convenient to play? - Yes. How did valve diversify the map? They changed the candy wrapper, but did not change the candy, not because they could not, but because the balance can disturbed.
    Now back to the discussion, the gameplay is important and how important the visualization is. Part of the gaming experience is the environment. And it is the environment that shapes the situation. even, for example, top 11. We see how much the environment affects the feeling, already on the familiar composition of the maps.

    And now, those who disagree with me, try to come up with a chair. New, unique chair. Believe my experience - this is a real challenge. With one way or another, you will come across a generally accepted basic composition, because it is the only correct one, and the only thing you can do is change the visual form.

    (in Russian it song is cool, not sure about understandable in English)
    I Glad too see great maps in top 11. Congratz! 
  20. Like
    untor got a reaction from Frone in Exotic Places CS:GO Mapping Contest 2019   
    I think it's silly to sort things out. You can spend a bunch of hours and more discussing the top 11.
    What I think - I have always been taught - it is important to be able to present yourself and your creativity. And no matter what brilliant thing I would create, nothing matters if it is not done accurately and presentably. At the university, I was deprived of a scholarship, from just one small spot, on white paper. It was a shame, but I save it for me, and think it was important to do accurately and on time. I think this quality is not enough for many artists.

    Regarding the layouts and their similarity.

    If we start to beat everyone who uses the basic layout of clover and their similar ones, most likely we will have to make maps for RTS or Open space games like PUBG. And even then, we run into the idea of clover.
    Why is that? We will analyze any map into parts. And we will understand that it is ideal for each point to have a triangular shape. And adding up the mechanics of 2 key points, we get the shape of a clover.

    The reader can give a comment, you are wrong, you can come up with a 5-sided shape and so on. But in truth, no. Having made 5 exits to the key point, 2 of them will always be empty or will refer to the remaining 3.

    And since they are superfluous and will not be used, why are they? 
    Let's look at DotA 2. Game 5 vs 5, 3 lines used, same clover? - Yes. Is it convenient to play? - Yes. How did valve diversify the map? They changed the candy wrapper, but did not change the candy, not because they could not, but because the balance can disturbed.
    Now back to the discussion, the gameplay is important and how important the visualization is. Part of the gaming experience is the environment. And it is the environment that shapes the situation. even, for example, top 11. We see how much the environment affects the feeling, already on the familiar composition of the maps.

    And now, those who disagree with me, try to come up with a chair. New, unique chair. Believe my experience - this is a real challenge. With one way or another, you will come across a generally accepted basic composition, because it is the only correct one, and the only thing you can do is change the visual form.

    (in Russian it song is cool, not sure about understandable in English)
    I Glad too see great maps in top 11. Congratz! 
  21. Like
    untor reacted to Ethan Westera in Swamp   
    Hi untor and bubkez,
    Love the map and the layout! I've been playing a lot of 1v1s and deathmatch on it and it seems pretty balanced and great fun to play. The art and custom models are fantastic and I'd say this map is in the top 4, if not the best, of the competition.
    I did find a bug though - the farthest window on B fades out too early, meaning that you can't see it from the back of water:

    Also, I don't know if this is intentional but grenades bounce weirdly off of the square paving stones on the floor next to B Main. It would make nades a lot more consistent if they were flattened.
     
    Keep up the good work and I hope to see this on Faceit!
  22. Like
    untor got a reaction from El_Exodus in Exotic Places CS:GO Mapping Contest 2019   
    I think it's silly to sort things out. You can spend a bunch of hours and more discussing the top 11.
    What I think - I have always been taught - it is important to be able to present yourself and your creativity. And no matter what brilliant thing I would create, nothing matters if it is not done accurately and presentably. At the university, I was deprived of a scholarship, from just one small spot, on white paper. It was a shame, but I save it for me, and think it was important to do accurately and on time. I think this quality is not enough for many artists.

    Regarding the layouts and their similarity.

    If we start to beat everyone who uses the basic layout of clover and their similar ones, most likely we will have to make maps for RTS or Open space games like PUBG. And even then, we run into the idea of clover.
    Why is that? We will analyze any map into parts. And we will understand that it is ideal for each point to have a triangular shape. And adding up the mechanics of 2 key points, we get the shape of a clover.

    The reader can give a comment, you are wrong, you can come up with a 5-sided shape and so on. But in truth, no. Having made 5 exits to the key point, 2 of them will always be empty or will refer to the remaining 3.

    And since they are superfluous and will not be used, why are they? 
    Let's look at DotA 2. Game 5 vs 5, 3 lines used, same clover? - Yes. Is it convenient to play? - Yes. How did valve diversify the map? They changed the candy wrapper, but did not change the candy, not because they could not, but because the balance can disturbed.
    Now back to the discussion, the gameplay is important and how important the visualization is. Part of the gaming experience is the environment. And it is the environment that shapes the situation. even, for example, top 11. We see how much the environment affects the feeling, already on the familiar composition of the maps.

    And now, those who disagree with me, try to come up with a chair. New, unique chair. Believe my experience - this is a real challenge. With one way or another, you will come across a generally accepted basic composition, because it is the only correct one, and the only thing you can do is change the visual form.

    (in Russian it song is cool, not sure about understandable in English)
    I Glad too see great maps in top 11. Congratz! 
  23. Like
    untor got a reaction from Interfearance in Exotic Places CS:GO Mapping Contest 2019   
    I think it's silly to sort things out. You can spend a bunch of hours and more discussing the top 11.
    What I think - I have always been taught - it is important to be able to present yourself and your creativity. And no matter what brilliant thing I would create, nothing matters if it is not done accurately and presentably. At the university, I was deprived of a scholarship, from just one small spot, on white paper. It was a shame, but I save it for me, and think it was important to do accurately and on time. I think this quality is not enough for many artists.

    Regarding the layouts and their similarity.

    If we start to beat everyone who uses the basic layout of clover and their similar ones, most likely we will have to make maps for RTS or Open space games like PUBG. And even then, we run into the idea of clover.
    Why is that? We will analyze any map into parts. And we will understand that it is ideal for each point to have a triangular shape. And adding up the mechanics of 2 key points, we get the shape of a clover.

    The reader can give a comment, you are wrong, you can come up with a 5-sided shape and so on. But in truth, no. Having made 5 exits to the key point, 2 of them will always be empty or will refer to the remaining 3.

    And since they are superfluous and will not be used, why are they? 
    Let's look at DotA 2. Game 5 vs 5, 3 lines used, same clover? - Yes. Is it convenient to play? - Yes. How did valve diversify the map? They changed the candy wrapper, but did not change the candy, not because they could not, but because the balance can disturbed.
    Now back to the discussion, the gameplay is important and how important the visualization is. Part of the gaming experience is the environment. And it is the environment that shapes the situation. even, for example, top 11. We see how much the environment affects the feeling, already on the familiar composition of the maps.

    And now, those who disagree with me, try to come up with a chair. New, unique chair. Believe my experience - this is a real challenge. With one way or another, you will come across a generally accepted basic composition, because it is the only correct one, and the only thing you can do is change the visual form.

    (in Russian it song is cool, not sure about understandable in English)
    I Glad too see great maps in top 11. Congratz! 
  24. Like
    untor got a reaction from Terri in Exotic Places CS:GO Mapping Contest 2019   
    I think it's silly to sort things out. You can spend a bunch of hours and more discussing the top 11.
    What I think - I have always been taught - it is important to be able to present yourself and your creativity. And no matter what brilliant thing I would create, nothing matters if it is not done accurately and presentably. At the university, I was deprived of a scholarship, from just one small spot, on white paper. It was a shame, but I save it for me, and think it was important to do accurately and on time. I think this quality is not enough for many artists.

    Regarding the layouts and their similarity.

    If we start to beat everyone who uses the basic layout of clover and their similar ones, most likely we will have to make maps for RTS or Open space games like PUBG. And even then, we run into the idea of clover.
    Why is that? We will analyze any map into parts. And we will understand that it is ideal for each point to have a triangular shape. And adding up the mechanics of 2 key points, we get the shape of a clover.

    The reader can give a comment, you are wrong, you can come up with a 5-sided shape and so on. But in truth, no. Having made 5 exits to the key point, 2 of them will always be empty or will refer to the remaining 3.

    And since they are superfluous and will not be used, why are they? 
    Let's look at DotA 2. Game 5 vs 5, 3 lines used, same clover? - Yes. Is it convenient to play? - Yes. How did valve diversify the map? They changed the candy wrapper, but did not change the candy, not because they could not, but because the balance can disturbed.
    Now back to the discussion, the gameplay is important and how important the visualization is. Part of the gaming experience is the environment. And it is the environment that shapes the situation. even, for example, top 11. We see how much the environment affects the feeling, already on the familiar composition of the maps.

    And now, those who disagree with me, try to come up with a chair. New, unique chair. Believe my experience - this is a real challenge. With one way or another, you will come across a generally accepted basic composition, because it is the only correct one, and the only thing you can do is change the visual form.

    (in Russian it song is cool, not sure about understandable in English)
    I Glad too see great maps in top 11. Congratz! 
  25. Like
    untor got a reaction from Vaya in Exotic Places CS:GO Mapping Contest 2019   
    I think it's silly to sort things out. You can spend a bunch of hours and more discussing the top 11.
    What I think - I have always been taught - it is important to be able to present yourself and your creativity. And no matter what brilliant thing I would create, nothing matters if it is not done accurately and presentably. At the university, I was deprived of a scholarship, from just one small spot, on white paper. It was a shame, but I save it for me, and think it was important to do accurately and on time. I think this quality is not enough for many artists.

    Regarding the layouts and their similarity.

    If we start to beat everyone who uses the basic layout of clover and their similar ones, most likely we will have to make maps for RTS or Open space games like PUBG. And even then, we run into the idea of clover.
    Why is that? We will analyze any map into parts. And we will understand that it is ideal for each point to have a triangular shape. And adding up the mechanics of 2 key points, we get the shape of a clover.

    The reader can give a comment, you are wrong, you can come up with a 5-sided shape and so on. But in truth, no. Having made 5 exits to the key point, 2 of them will always be empty or will refer to the remaining 3.

    And since they are superfluous and will not be used, why are they? 
    Let's look at DotA 2. Game 5 vs 5, 3 lines used, same clover? - Yes. Is it convenient to play? - Yes. How did valve diversify the map? They changed the candy wrapper, but did not change the candy, not because they could not, but because the balance can disturbed.
    Now back to the discussion, the gameplay is important and how important the visualization is. Part of the gaming experience is the environment. And it is the environment that shapes the situation. even, for example, top 11. We see how much the environment affects the feeling, already on the familiar composition of the maps.

    And now, those who disagree with me, try to come up with a chair. New, unique chair. Believe my experience - this is a real challenge. With one way or another, you will come across a generally accepted basic composition, because it is the only correct one, and the only thing you can do is change the visual form.

    (in Russian it song is cool, not sure about understandable in English)
    I Glad too see great maps in top 11. Congratz! 
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