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Everything posted by Freaky_Banana
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Layout looks a bit bonkers in a good way! Already have a few thoughts, but will hold out until the greybox to confirm or disprove any hunches Doing a nice job so far!
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I like the motivation! Is there a download link somewhere yet? Because judging off overview this map seems a bit small
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Can't actually tell you much, since I am not a level designer myself. Just wanted to let you know those pictures are looking good .
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[WIP] de_bucha
Freaky_Banana replied to Interfearance's topic in [CS:GO] Exotic Places Mapping Contest
Can't really tell much from the drawing, but in any case looking forward to the greybox! -
A big thank you to everyone who participated in the playtest! I have begun looking into all of the great feedback you left for me and will work out the new layout changes as soon as possible. For now I am happy most of you seem to have enjoyed the map, and am looking forward to further updates and playtests in this thread, whenever I next find the time to do them . And @Logic thanks for the picture! I will address all of those issues in the next update.
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Hello people, today is the day of the playtest! Whoever wants to experience what another year of redevelopment turned into shall gladly join me at 8 pm CEST on the MapCore Playtesting-server at the IP: 185.62.204.12:27035 I look forward to seeing all of you there, before we can collectively huddle back up with our loved ones and eagerly await the final episode of Game of Thrones!
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I like the changes! However, just a minor gripe, the tiles here still feel too shiny for me and somehow undo the immersion otherwise nicely established. Especially with a rough texture like that dust would gather in the cracks, considerably dampening down the shiny stone. Maybe you can just edit the vmf for reflectiveness and tune it down?
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Work In Progress Breakdown for the SIG Sauer P228 scene
Freaky_Banana replied to Ordanicu's topic in Level Design
I prefered the previous version. In this one the red cases seem very flat and lifeless to me but still take the focus away from the pistol because they introduce the color into the picture. -
Maybe just try and put it into the editor. At this point you are still the person who knows this map the best, and you will know what feels and plays right once you have it. I have always done the same thing you have here, theorizing layouts and trying to perfect gameplay that way, but there is a reason CSGO map design is an iterative process. Also, height differences always get me when I do top-down planning. How does the height in mid work here? Do the CTs have two windows, or is the right side of mid on the same upper height as the left (indicated by the blue color) If so, does it make sense for a vent to go out into the middle of an open street ? And is there a ladder into sniper room or did you intend for a stair? Nevertheless, don't let me discourage you, I really like where you are headed so far!
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Hey, thanks on the compliment! And not to worry, no trees or leaves on the new map for now, but their colors will be more along these lines in the finished map: Unfortunately I just have zero experience with 3D modeling or custom textures so I wasn't able to reskin the Valve trees. Just another thing I will have to learn for this project .
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I love the idea of sliding doors around a bombsite! (but take with a grain of salt, I'm a bit of a doorfan myself ^-^) Gameplay-wise I do have to agree though, probably limiting it to a few stretches (but not necessarily a few doors!) is the smarter choice. Isn't to say you could never make the initial idea work though. Maybe with some real-time shadows shining onto the paper from the outside essentially making it a informed wallbang for defenders, while attackers have to go in blind? But I honestly don't know a) if that plays well and b) whether Source Engine can do that
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Necroposting coming in. After all the revivals I have attempted on this topic ... I guess this is the Frankenstein's monster of threads Anyways, once again I have redone almost all of the map. I took it all back to a greybox stage complete with redesigning the layout. After ridiculous amounts of time spent alone in my room, and drawing insipiration from all the traveling I am fortunate to get to do, I am now finally content to put v_36 out for a playtest! I hope all the best of this initial greybox comes across in the screenshots. Workshop link: https://steamcommunity.com/workshop/filedetails/?id=1693753275 The playtest will take place on Sunday and I appreciate all participation . Cheers people, see you then.
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Keep at it man! Alternatively submit what you feel like is the best version for a playtest and others will add their creativity to it. Communication, cooperation and exchange of ideas rule!
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Seeing as I will be on vacation for the next week, I wanted to get this out there. You already got a sneakpeek of A, so here is B: And the overview. At this point there is barely any resemblance with what Oakwood once was, but it is very recognizably the same idea. So what do you guys and gals reckon, does this deserve its own thread or do I continue posting in the Oakwood listing? (#Everything is wip and those light balls aren't usually present, that was just a weird compile error... does anyone know a cause?) (workshop link: check it out! https://steamcommunity.com/sharedfiles/filedetails/?id=1693753275)
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[CS:GO Wingman] Luxury, Terracotta & Delta
Freaky_Banana replied to MadsenFK's topic in Level Design
Your greyboxes are my dope man. Just how everything seems like such a real place! I hope you get to finish one at least! -
Have to half agree on this one. I personally love the red wall, but the paint aging seems fairly random. I am by no means an expert on house painting, it's just I feel like the color would have come off in a sort of pattern, maybe something streamy from where water collects and slowly runs down? Some (tiny) streaks along the window rims and (slightly larger) down from there and the flower pots maybe?
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I love the visuals! But I feel it's hard to judge a rather interconnected and multilayered layout like this just by lots of (very nice) screenshots. Is there a workshop link by any chance? Thanks in advance and best of luck with this one!
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hey, thanks a ton for the compliment on previous screenshots! Concerning the visual feedback, after I read your comment I realised that "visuals" is not what I wanted the feedback on. As you said yourself I feel like the previous' iteration's visuals worked quite well for my theme. What didn't work well for me was creating believable architecture that still functioned well as a CSGO map. That is the problem I am trying to tackle with this new version of de_oakwood. In that light, I think it's best, if I rephrase my question for "feedback on the new architecture." Thanks for pointing out this error! Regarding the glass walls, it may be tough making the walls glass, since this part of the map will be inside a hillside, but the roof can definitely get a few slits here an there ! Also I made a little bit of progress: There is a little bit more, but that doesn't feel presentable yet. Right now I am looking to fix superlong sightlines in CT Spawn and create a fun to play B bombsite. Cheers!
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de_Oakwood's paper sketch layout [CS:GO]
Freaky_Banana replied to Freaky_Banana's topic in Creative Chat
Update: just wanted to let you know that I am indeed still warking on this layout. so of course nothing actually looks like I thought it would ! But since this is moving into blockout phase, I would ask any mod nice enough to move this to the 3D thread . Thanks guys, hope you're looking forward to the first playable version as much as I am! Cheers! -
Hey guys, Freaky_Banana here, original creator of the yet to be finished map de_oakwood. Some of you may have followed the project others may not have. This doesn't matter, all you need to know is that I to date have not been satisfied with any of the 29 different layouts we tried. Now I want to start finishing this project once and for all. Even though I won't be able to finish the map for this year, I wanted to put forward my newest handmade layout sketch (hence we are in the 2D forums). I know threads like this can prove a real nuissance with creators asking for feedback without handing out even nearly enough information for you guys to judge the map by. My hope for this thread is to be detailed enough to actually prove useful for my aspirations and constructive in the context of this forum. So here is everything you need to know about the new layout for de_oakwood: Layout: WARNING: This is only a sketch, not all proportions are entirely accurate, but the general idea of the layout should come across! Most timings measured all right though (see later this post). Timings: Height variation: Chokepoints: expected setup: defense spots (CT): Afterplant spots: So guys, that's it for now, definitely let me know what you think! What will work well, what won't ? I'm pumped for your feedback. Cheers ! PS: Just another reminder, this is still subject to change with scale, I am working on another paper sketch layout using editor units as scale this time, trying to stick to grid and sizing the map realistically.
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"OK so I seem to somehow have missed out on the fact that there are no playtests on tuesdays (anymore? I could've sworn there were !)." HAH ! And I'm loving it, glad to have more slots back !
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Heyho guys, Recently I got interested in working on de_Oakwood again. Before reworking the layout, I really felt like gameplay was lacking all across the board. In my eyes almost all of this is able to be worked around by going for a more conventional three-lane layout, awarding you more space for single areas to toy around with gameplaywise. By this point in time I have come up with countless rework-ideas for de_Oakwood's layout, sadly dropping the t-shaped mid-chokepoint I really wanted to keep for most of them. But the one thing that really comes back to bite me in the b*** every time is the B bombsite. For the life of me I can not figure out a nice setup, in which B plays fair. In every constellation I came up with the terrorists are able to simply rush it down. MPs and Tec-9s are king, because I can't create long enough angles for rifles or snipers to be effective. So now I want to ask you clever people of MapCore: 'HOW WOULD YOU DESIGN A SMALL BOMBSITE?' I am looking for rather general advice here, but if you'd like to specifically work on my problem with oakwood: I want to be able to meet these regulations: - one "main" way in for the Ts, - one "short" path for the Ts from mid - one or two pathes in from CT side - no round walls, mostly boxy shapes instead (preferably rectangular, but slanted walls are ok) - 2 to 3 seconds of setup time for CTs before Ts can reach the actual site after first sighting - use the server models from the source library as main pieces of cover (struts, boxes and such aren't forbidden though) DISCLAIMER: Whatever ideas may arise from this thread, I will not be able to finish de_Oakwood in 2017, I'm just too busy with university and clubs. Therefore de_Oakwood has already started a probably more than one year-long hibernation until I finally have more time on my hands again to finish the project. Cheers !
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Hey Chris, looks like a solid start you've got there ! You might want to consider creating a proper overview for your map though, since this will help any new players or testers to navigate your map more easily and thereby will enable them to leave more constructive feedback. For the map itself, I have no idea of how it plays right now, but I will definitely load it up when I have the time! Until then, happy mapping !
