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Lizard last won the day on November 29 2017

Lizard had the most liked content!


About Lizard

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  • Birthday 07/06/1994

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  • Real Name
    Bartłomiej Guzek
  • Job
    Level Designer at Techland
  • Location
    Wroclaw, Poland

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  1. It doesn't feel very "theme parkish" because it wasn't intended to feel like it. It was designed like this from the start and the waterpark theme wasn't thrown in to the mix at the end. There is close to little waterpark signage because we didn't have time for this. And who said you need to slap clear reason for the map name to player face? I don't see this is an issue.
  2. Info: Hello everyone! For the last few months me and @Thewhaleman have been working on our contest map called Chlorine. This defusal map is set in a recently closed and abandoned aztec themed waterpark. The map includes areas that support a variety of strategies and play styles to accommodate every type of player. My goal with this map was to create a dynamic gameplay space that allows players to execute a variety of different strategies. Chlorine features two bombsite that are distinct from each other in terms of gameplay style as well as visual direction. Bombsite A is located in the outside area of the waterpark, thus is more open and allows for more complex strategies. Bombsite B features more straight forward approach, being located inside a temple that almost acts as a movie set imitating a night settings with a starry sky. Overview of the map: Screenshots: Workshop link
  3. Makes me want to play FC4. Incredible job man!
  4. Aren't you too old to think that you get assigned to a position based on how old you are?
  5. Ideally you want to release before the new generation so you can catch on the market while everyone is buying cheaper previous generations and I think this was the main reason for us and CDP to announce the game in early 2020. But don't take my word for it :D
  6. Exactly, once prop enters fading state his cost is the highest.
  7. The idea is to have very short distance between Start Fade and Fade. The biggest cost is where the prop is in "fading" state so ideally you want to clamp it to short distances if possible.
  8. Remember to turn non vis blocking brushes into details since instances are collapsed on the compile.
  9. Either read my reply once more or just give up on trying to understand what others have to say. Edit: Ceiling so detailed I can barely see it. Ceili
  10. You dont really need much details on the ceiling. In fast paced games that are competitive all of the attention span goes towards crosshair level and below. Even in singleplayer games players tend to look below the crosshair level rather than above it. Cool technique with flipping the screen but it wont help much with game like counter strike. You won't have anything that is strong on the ceiling like rugs or props are on the ground. In my opinion this whole room lacks something dark at the bottom. A darker trim would help to bring the silhouette of the room, hence guiding the players.
  11. Lizard

    [Dying Light] A NEW HOPE

    Congratulations man! Really impressive work!
  12. PROTIP When sky is cloudy there is no hard shadows at all. He has a cloudy skybox with sun set which boost the "no shadows" effect since the angle from the sun is so low.
  13. You are totally right! This deserve some attention
  14. Hey man! This looks incredible. I should propably play it some time soon. Hit me up if you want some feedback from the guys that worked on DL 1 Maybe I will be able to forward it!
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