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untor

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  1. 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! 
  2. 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! 
  3. 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! 
  4. 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! 
  5. 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! 
  6. Like
    untor reacted to grapen in Mustang (formerly Everest)   
    Thank you everyone who has been giving us feedback so far 👏 We're currently acting on it. In the meantime I'm expanding on- and polishing the art.

  7. Like
    untor reacted to Ringel in [CS:GO] Exotic Places Contest TOP 10 FINALISTS   
    I ran through graveyard and it is visually pleasing. The gameplay seems not made for competitive play but for casual just for fun 5v5. The contest is not about creating the best competitive map but to create an original map. About the polish, besides a few minor things I did not noticed any drastical bugs or things that could not easily fixed. It was just a quick run through but it should have a good score. Enough to be in the top 10 11?
    I don't know. But what I know is that we have not one but three judges. This should make it save to decide which maps are valid for the top 10. I guess if you would replace those three judges the ratings would not vary much. In theory it should not vary much as long as the judges take their duty serious. This time they will publish the ratings so this should be given.
    Besided that, beeing a judge is not an easy task. Especially for a mapping contest. It is almost impossible to give every map the score it deserves in such a short time. The ratingsystem had to be improved and it would need more people to test the maps for a longer period of time. We all could see the rating system, the number of judges and the judging period. By participating we all agreed to this.
    Instead of complaining about the score you should be thankfull for the effort and time they spend to make this contest possible. So, thank you FMPONE, Puddy and TopHattWaffle for your efforts!
     
  8. Awesome
    untor reacted to Roald in Swamp   
  9. 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) 

  10. Awesome
    untor reacted to Mapcore in [CS:GO] Exotic Places Contest TOP 10 FINALISTS   
    Mapcore is proud to present the Top 10 Finalists of our Counter-Strike: Global Offensive Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT!
    Each Top 10 Finalist Entry now has One Month to continue updating their level.
    ++
    Top 10 Finalists, listed in Alphabetical Order:
    Anubis

    by Roald, Jakuza, jd40
    ++
    Basalt

    by Yanzl, 'RZL, Oliver
    ++
    Chlorine

    by Lizard, TheWhaleMan
    ++
    Graveyard

    by invalid nick
    ++
    Ivory

    by Quadratic, QuotingMC
    ++
    Jingshen

    by El Exodus, Freyja, Lefty
    ++
    Mustang

    by Squad, Grapen
    ++
    Mutiny

    by TanookiSuit3, JimWood, Huvaligen
    ++
    Mocha

    by Bevster, tr0nic
    ++
    Swamp

    by morozov, Bubkez
    ++
    Victoria

    by synkope
    Honorable Mentions, in alphabetical order:
    In the (hopefully very) unlikely event any Top 10 Finalist is disqualified for failure to abide by our Contest Rules, these are the maps that may receive a second look.
    Bregov
    Cappadocia
    Feast
    Gongji
    Oasis
    Rampart
    Safi
    Zenith
    Congratulations to the Top 10 Finalists above!
    The final round of judging will commence on March 10th, 2020.
    Read more in our official Rules post.
     
  11. 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) 

  12. Like
    untor got a reaction from a Chunk 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 got a reaction from esspho 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) 

  14. Like
    untor got a reaction from Quotingmc 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) 

  15. Awesome
    untor got a reaction from BubkeZ 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) 

  16. Like
    untor got a reaction from Interfearance 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) 

  17. Like
    untor reacted to spa in Rampart   
    Artdump of selected assets from the level:
     
    High polys (used to bake meshmaps for substance painter)
     
    Lowpolys
     
    Substance Designer textures
     
  18. Like
    untor reacted to Vaya in Swamp   
    Really enjoy this layout and I think the art is some of the best in the contest. I feel visibility needs to be a focus of future updates along with better signposting - in for example CT spawn - of what is walkable and what you need to jump to maintain speed. Not sold on the slow water thing but I trust bubkez and untor to make the right call. 
  19. 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
     
  20. Like
    untor reacted to Radix in Swamp   
    I think Nuke is functionally still a 3 lane thing but with bombsites on top of each other, which is a terrible idea nowadays. I think something like train (but with less annoying bombsites) would be more reasonable.
    But I suggest to move this discussion somewhere else. This thread belongs to de_swamp.
  21. Like
    untor got a reaction from Interfearance in Swamp   
    Thanks for feedback everyone, we will now fix that, will come in next update!
     
  22. Awesome
    untor got a reaction from cruptor 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
     
  23. Like
    untor reacted to BubkeZ in Swamp   
    Thanks Radix!
  24. Like
    untor reacted to Radix in Swamp   
    I think it's a good idea to build something new (slow movement in water) on something proven ("3 lane"/"4 square" whatever layout).
    So players feel immediately "at home" in the map and are willing to learn the new things. If you add do too many new things at once players might be frustrated.
    I think you did a good job here.
  25. Like
    untor got a reaction from BubkeZ in Swamp   
    Thanks for feedback everyone, we will now fix that, will come in next update!
     
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