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shm0

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Everything posted by shm0

  1. Right off the top of my head I will say that it appears to be no logical reason why Ts would push past B to go to A.
  2. Latest version of Gambit is on the workshop - looking for some feedback on the changes to mid!

    http://steamcommunity.com/sharedfiles/filedetails/?id=444777320

  3. shm0

    de_movies

    ​Don't forget Developer 0 !
  4. shm0

    [WIP] DE_GAMBIT

    removed post
  5. Well, I had a super productive day today - wanted to get some great feedback changes. Basically, middle has been re-worked substantially - it's quite a lot better now, as the pathing is more clear and the choke point is much more defined
  6. Workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=510201613
  7. ​Hey man! That's some great feedback! Really appreciate you taking the time to do so Some of these issues I'm aware of and I'm brainstorming some solutions, i.e. the "jumping" up stuff I'm working on right now. A good amount of the stuff you called out is good food for thought, I appreciate it greatly! I'm trying to make areas flow a bit more clearly and reduce the amount of randominess in some areas too - this means re-structuring some paths and such. I should have an update next weekend and don't be surprised to see some of this feedback incorporated EDIT: Love the stick man drawings in the last image Thanks again!
  8. Another weekend another series of improvements to the map. Thanks to some great feedback and testing the map layout has been improved drastically, especially in middle and the CT side of the map for rotations to bombsites.
  9. Congrats dude on making it into the latest Operation! Good work!!!
  10. info here: https://www.ubisoft.com/en-US/careers/search.aspx?AReq=8157BR&siteID=5290&lanID=1033 ------------------------- Level Designer Ubisoft is a world leader in the entertainment industry, with a variety of hit brands including Assassin’s Creed, Tom Clancy’s Splinter Cell, and Far Cry. To build on its achievements and share its future successes, Ubisoft is looking for great talent to join its new Toronto development studio. The studio is located in West Toronto in the unique and growing trendy area known as “The Junction”. We favor diversity, creativity and the desire to succeed as a team. If you’ve got the skills and drive, you’ll have the opportunity to help build the best video game studio in Toronto. The opportunities to learn and progress are endless. There’s a real buzz about the place; if you’re looking for a stimulating and cool work environment that fosters a balance between personal and professional lives, you’ll find it here at Ubisoft Toronto. Summary: The incumbent will create the game levels and create and/or implement the gameplay situations based on the creative vision. Type of Position: Permanent Responsibilities: The main and routine functions of the Level Designer are to: Understand the part that his/her level plays in the overall game experience based on the creative director’s vision;Be familiar with the script and, more specifically, with the episodes in his/her level so that the story remains coherent; Prototype the environment, establish the layouts, and suggest ways of using the interactive and non-interactive elements to create the desired emotions; Communicate the results of the prototype to the other crafts in order to validate the intentions and have the level design TD assess the technical feasibility and the quality of the maps (game design director);Work in collaboration with the level artists to ensure that the playability of the level and the graphic elements support each other; As the project progresses, integrate the elements produced in the map (new gameplay, AI, sound, etc.);Control the accessibility, understanding, and level of difficulty of the level; Correct the level design bugs entered into the database by testers;Carry out all other related tasks. Training: Attestation of collegial studies in video game level design and production or equivalent. Relevant Experience: Minimum 3-5 years’ experience in video game level design and production or any other relevant experience. Other Skills: Ability to work well as part of a team;Creativity, ability to challenge the player;Critical and analytical sense;Structure and rigour;Ability to put oneself in the player’s shoes.
  11. Quick update: -Decided to cut the newly added ladder to underground in T middle - simply was too much. -Added a fence near A approach to T to help slow CT flank rotation and discourage CTs from pushing out of the choke point (working solution)
  12. Where I know problems still remain and I'm brainstorming solutions: - Reduce CTs ability to flank Ts and rotate around T side of the map - discourage pushing past choke points and flanking while maintaining high risk high reward setups. - T side of map - Pathing needs to be improved and more linearised and defined - I want to have only 3 paths present from T spawn. (leading idea currently is to add a long blocked vision fence to make a much longer rotation route for CTs to flank coming from A) - I'm thinking I'm going to move the ladder entrance for tunnels from T middle to be actually inside mid - so Ts cannot access it unless they get into mid - it would also connect directly to the underground choke point and serve as a flank and rotation for both teams. - Improve spacing and pathing on the direct B route from T spawn. I'm looking for any other feedback on these ideas, or problem areas! Thanks again everyone
  13. Hey all, After getting some good feedback and working through the flow of some areas, I've made some major improvements to the layout. Improvments: Reworked CT spawn area and improved middle for both CT and T.Re-located CT spawn - pathing to sites much more clear now and CTs cannot push into middle as far as previously.Added proper site rotation paths through newly re-located CT spawn.Re-added the Tower from the original map.Simplified A site.Added sniper catwalk for CT at the back of mid.Improved T middle in various ways. Really happy with these changes.. I know some areas still feel a little weird, but I think the map is drastically better laid out now, especially CT middle and B area. Cheers!
  14. Thanks for taking the time to take a look and give me some feedback, I really appreciate it! I'm just on my way to work now so I'll think about some of the stuff you called out on my walk
  15. Ya, this was barely a 1st lighting pass - probably not many cubemaps placed either. I wanted to do a night map, but not sure how that will work for competitive. Plus sacrificing a lot of light play with the global ray cast is a shame... so it will likely be a somewhat daytime map. Lighting and layouts were some fundamental problems with the map which I've fixed when I started from scratch (which is now ) de_acceleration does it quite well, have a look at that as a base maybe? Thanks for the suggestion! I'll check it out
  16. Ya, this was barely a 1st lighting pass - probably not many cubemaps placed either. I wanted to do a night map, but not sure how that will work for competitive. Plus sacrificing a lot of light play with the global ray cast is a shame... so it will likely be a somewhat daytime map. Lighting and layouts were some fundamental problems with the map which I've fixed when I started from scratch (which is now )
  17. Hey all! DE_GAMBIT(greyblock) has been published to the workshop for feedback! - (removed for now - greyblock beta is over - will provide new workshop link in the future) I'm very excited to have finally released the map for testing - a little history of the map here I'm looking for some feedback! I am aware there's still lots of 90, 180 degree angles and some tight spaces - this will be changed as I develop areas! With this map I tried to create some interesting gameplay moments: Ts can throw grenades, flashes, smokes through the large rolling door windows into CT chokes. Ts can also flash under the rolling door into mid. (will need to highlight these gameplay features more)There are 2 fences on the map that dampen damage when shot through.Ts can snipe from the Van outside into CT mid. CTs can also snipe into mid from jumping on the Forklift near A choke.Double vent system which serves tactically for both teams.Double boost spots for both teams. Would love any and all feedback! Thanks! [screenshots removed - updated screens from latest release in the post below]
  18. Hey all! I'm getting ready to release my first CS:GO map (for greyblock layout testing), so I thought it's time I finally share the original concept map I created for it: Map greyblock has been released: Some background info on me and the map: Story & Setting: Album here While creating this map, I realised pretty early in development that it was not a typical CS style of map - it was very open, with more of a sandbox feel rather than linear paths and connections. Truthfully, this map was more ideal for Battlefield, than it was for CS. However, I had a vision for the map I wanted to create, and I wanted to complete that vision. Also, working on it allowed me to learn Hammer while prototyping out different design ideas. Ultimately, I wanted to create a map for 5v5 competitive play, and this map simply was not suitable for many different reasons. This map would probably make a pretty fun armsrace, deathmatch or 32 man pub man, but not 5v5. So I took the parts of this map that played the best, cut the rest, pushed the art intentions from my mind as best as I could, and started fresh with a new layout. -------- Tomorrow afternoon I hope to share with everyone the new map (which is still in greyblock and needs some public testing). The map also has a new name, as DE_RUSE was too similar to other map names, such as Rust, Rush, etc. I have a few more things I need to do on it first before publishing, but I'm very eager to show off my hard and get some great feedback on it. (link to the new map, DE_GAMBIT) Cheers! EDIT: Interesting fact! The design intentions of this map are strongly influenced from Goldeneye's Facility + Runway. 2012, Ubisoft Toronto - A quiet but often joyful Level Designer with a classic British accent sat beside me for at least a month before I finally felt compelled to ask him "So, Duncan, where did you work before Ubisoft?". Very modestly he replies, something along the lines of "Well My first job in the industry was with Rare, working on Goldeneye". My reaction: Yes, Duncan Botwood - one of the original 9 Goldeneye Devs. I pretty much told him on the spot that he's my hero and asked him to sign my mousepad. (I was serious, he laughed)
  19. I used one from CS:GO, but if you need to create a skybox texture i would recommend Terragen. I havn't used it in forever though. I think firegod use's it to create his skyboxes: https://dl.dropboxusercontent.com/u/3779442/Skybox_website/sunfolder/skybox_list_v2.html ah yea! Thanks! (weird, it seems to be missing from the official list: https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Sky_List - what's the actual name of it used in Hammer? Thanks in advance ) figured it out! thanks
  20. Hey LATTEH, Curious about your skybox - what did you use / how did you make it? I need to create mountains very similar for the map I've been creating
  21. Hey Deh0lise, Here's that feedback I promised <3 Again, disclaimer - these things are just my opinion and I mean no offence and just intend the best for the map's gameplay. B Site: I feel B is too open. There's too many places for CTs to camp and not enough cover for Terrorists to get past the entrance into the bomb site (from the direct path). The changes below include pushing the bomb site in 2-3metres from the exterior, adding cover including an additional train car, and *possibly* with discretion - closing off the far/2nd train tunnel. The fear with these changes is that it makes the map similar to Train, but I believe there's a reason Train is designed the way it is - it executes this type of entry into a site very well - and is appealing for Ts. I think the current design for the B site is actually somewhat unappealing for Ts, as I feel CTs with AWPs will dominate it. Incoming images explaining: I understand the concern here may be how the bombsite actually plays if the Ts and CTs rush it - the CTs will most likely be much further back into the Tunnels, but also keep in mind that one smoke at the T connection may stop T advancement, allowing the CTs to push up. Pushing the train site over and adding an additional Train car and more cover options for Ts entering the site. This is just a suggestion -would love to hear your thoughts: The other thing to consider with the far tunnel is creating more vertical gameplay and/or somehow limiting it's approach to the site, as I find right now there's just too many places for the Ts to try to check, clear and cover while getting a plant down - I don't feel I would ever feel comfortable planting in this sight as the last man alive, because a CT can just camp in one of many locations - listen for the plant and pop out while it's being armed. This room would replace the far tunnel, which would be closed off from both ends. Other feedback:
  22. Hey Deh0lise, I took some time to play 30 rounds on your map with expert bots - both CT and T. I'm a big fan of the art, texturing and the backdrop, very well done! The theme is nice too, feels cold, abandoned, remote. The shadow casting is pretty too I really like the layout - the up and down verticality is very well executed We don't see this enough in CS maps. The design is quick to learn, which is great. It seems like it would be a really fun map to play with the right number of people. I do have some feedback, which hopefully is constructive for you. I guess I should mention that I've been playing CS since the first day it came out in 1999 - I've competed in leagues and tournaments and it's my all time favourite game . I've been designing a CS:GO map of my own for the past while - I always learn so much from other people playing my map - it's hard to see difficult areas for people when you know the map like the back of your hand Anyways, my thoughts - again just my opinion from my short time playing the map with bots. I have the utmost respect for your work and dedication and only intend this feedback in a constructive manner I think A is pretty solid and has a fantastic unique feel to it. The design feels slim and natural, there's a good number of CT spots but also a balance of T pick spots. The open design of the site makes flashbangs and smoke grenade gameplay more interesting. There's definitely still some dark areas around the map - I know most people just drop their gamma to 1.6 anyways, but 2.2 (default) gives a better representation of how it should look. The dark spots that really matter the most IMO are the ones near the choke points, especially the train tunnels @ B could be brightened up as it can be hard to see CTs and gives them a bit of an advantage, when really the Terrorists should have the advantage for successfully taking the bombsite. (I guess Train's site A is a good example of this) I feel like some areas, especially around B could be tightened up. The site is a nice design, but um, I guess around the left/mid (from CT perspective) choke point and the upper walkway area for CTs feel a little large - and the actual width of the site overall feels like it could be slimmed down. I was playing with bots, so it's difficult to judge, but it felt like Terrorists maybe had too many places to look coming into the site (from both the direct path and mid access point). Mid is great, I love how CTs can hold and spot for Terrorists to cross. The cross to another path into B is fantastic, the idea that I gathered is that it allows Terrorists to apply more pressure onto B and give them an upper hand. I mean, correct if I'm wrong. I do however, have to say that I feel there was an issue with this execution on this. Mainly because this vantage point for CTs:I guess my thoughts on this gameplay area is that the angle is really awkward for Terrorists to cover while pushing into B. Assuming that they've engaged CTs in mid, and crossed to this area successfully, it feels like they should have a little bit of a break from combat - a chance to reload and collect themselves. Also for successfully crossing middle, Terrorists should be rewarded, and this area actually kind of puts them at a disadvantage. I feel like CTs should be fearful that Terrorists were able to cross mid, which should cause a rotate of CTs from A to back up B? With that being said, I do see why this is here however, as it's off the main branch from CT spawn, and removing this would make that path only have 1 exit - however, I was looking at the design and thought perhaps a staircase placed here could replace this (please excuse my quick and horrible MS paint skillz ) This is just a quick suggestion: I hope this makes sense and I hope you don't mind me giving feedback on this. Again, this is from playing with Bots so it's hard to determine how this area feels - but this feedback comes from an assumption I've made on this area and it's intended design which I realize I may have the complete wrong perspective on the design intentions. I absolutely mean no creative offense/disrespect, and would love to hear your thoughts! ----- I think that's about it for the stuff I noticed - the map is very nicely polished and looks fantastic. The uniqueness of the design is great. I would love to play some time on it with real people or even test 5v5 - please let me know if you're organizing anything. Keep up the great work!
  23. shm0

    DE_SEASON

    I just wanted to say I love what you've done with Season. I've always been a fan of the map, but the theme being realized and the layout improvements really make it a superb quality map. Great work! <3
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