cruptor reacted to Ringel in Akashi - イェスタディ
Too many paths are bad and too less are also bad.
If you keep it as simple as possible the map will be much easier to learn and feel more familiar. But if you make it simple, it will most likely become just a copy of something that is already out there.
It seems like most people here think it is bad that players have to get to know your map. So, they want to make everything as comfortable and convenint as possible for players to get a good start and feeling while running around your map at the first time. You can do this, but in my opinion there are already enough noob friendly maps out there. Like dust 2. A more complex map has to be explored and you need to get to know it. But if you create a good one it will be worth it.
People easily say to you that some paths or areas are redundant. This is because they are stuck to what they learned and just repeat what they believe is the best. But that is not always the truth. Many "redundant" paths are of good use. For reasons they can't even imagine. Those paths can make your map more fun and unique and gives it a better fresh taste. But this has to be tested. And I mean really tested, not just checked. One or a few more playtests will most likely not be enough for that. Because players could play your map as it would be a standard map and might not get how to play it until they played it more often with an open mind. Most stick to what they already learned, just copy what they see others do and rarely come up with something new by their own. You have to teach them new ways or wait until someone who likes to come up with new things found out how to play it. Don't get me wrong, a few things only need to be checked to know whether they work or not. Feedback is very important, but also to filter out the most useful feedback and not just say yes to everything.
If you want to create something new then think outside of the box and do what you are interested in. This is much harder than just following the given rules and make your map good and acceptable by following them. Because you might fail and most likely will fail at your first attempts. But if you keep doing it your way and improve it with every project you can create something new and wonderfull.
It is up to you if you want to make just another standard map or something unique. So, find out what kind of map you want to make.
One more advice. Find one or two who likes the concept of your map and team up with them to improve it as much as possible. This will make some things easier.
cruptor reacted to Lizard in Source 2 Hammer - Feature Request
- Would be great for hammer to loose focus on a textbox after you wrote entity name so we don't accidentally press 'T' for transform and seeing obsolete icon.
- Omni light should have its own 3d model. Right now it looks like a light_spot
- And as for light_spot 3d model. The arrow pointing in the direction of light_spot is cool and all but everytime i mistake it for being a transform gizmo arrow
cruptor reacted to DMU222 in Ghost of Tsushima
All I hope is that the game doesn't have rpg leveling mechanics like assassins creed. I don't mind getting a new sword every hour or so in a game like BOTW, but I don't want to be constantly looking for an item that has slightly better numbers so I don't get fucked by the enemies. I want to be able to choose what weapon I use, not look for the statistically best gear.
cruptor reacted to will2k in ASSAULT ON WAREHOUSE 72: A tribute to the iconic cs_assault [Dying Light WIP]
cruptor reacted to Passerby97 in Valorant
How is CS milking its players? CS is a one-time purchase. After paying once, you can play 10 years later. That is a fair model. Especially now, as the game is free-to-play and has no cost for playing competitively.
In CS, your character or account doesn't get better over time, you do.
That is not true at all for games that are live-service first, a competitive game second like League of Legends or Valorant. I have no idea why they are even called competitive games. Starting with a fresh account gives you at most times a disadvantage great enough to not be able to win against lower skilled opponents, who have the meta heroes unlocked. The live service is literally more important than the competitive integrity of the game.
In a live service game, pro players are required to buy the heroes at launch to get a competitive advantage. Pro players have to pay the developer a fee for playing their game competitively. The game isn't a one-time purchase. Wouldn't you call that milking?
cruptor reacted to fewseb in Counter-Strike: Global Offensive
I disagree, the point where we allow mappers to easily make Player Models atrociously bright colors is the point where we might as well give up and give enemy players a red inline. Besides that, every reworked set of player models has been brighter then their original versions. To me at least the easier solution would be to make a console command to disable enemy player skins as apposed to going through every single player model set and setting up certain materials to be tintable and then adding a parameter int he KV file for tinting them.
Unpopular opinion here, but I prefer it if player models are at least somewhere in the realm of reason, Neon green and hot pink are not colors either side would wear.
cruptor reacted to fewseb in Exotic Places CS:GO Mapping Contest 2019
His first impression for any map have always been garbage. If it isnt made by a mapper he is vaguely aware of and isnt one of the few shined on by the almighty subreddit, he tends to be overly-negative if by some chance he decides to look at it. He likes mirage clone maps because he can easily adapt his mirage skill-set to them, if it isnt similar he gets sour about it because of how much modern CSGO players rely on pre-existing map knowledge to dominate. Ive watched him for years and its the same thing every time. Similar to how the pro players immediately rejected Vertigo because of how little their previous map knowledge applied to it (though to his credit, warowl was very receptive of vertigo when they added it into the pool). This mindset that a map can only be good if you know it is part of why we have seen such a decline in interest for new maps.
Ironically Bardolph tends to have a better understanding of how to handle new maps despite how much people diss him for being poor at the base game. Rather then complaining that there are no grenade lineups because he doesnt know them, he tries to learn them ahead of time. Unfortunately its few and far between he takes a look at a new map since his twitch chat is more focused on memeing on him being poor at the regular game then highlighting new content.
cruptor reacted to untor 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!
cruptor reacted to Interfearance in Exotic Places CS:GO Mapping Contest 2019
I don't think this is the case at all, like I have said before, there are going to be general "rules" with every game like having well defined areas, appropriate scale, and chokepoints. It doesn't mean the only way to adhere to this is by making a layout such as the abstract one you showed.
Lets take train for example. Even in the a very simplified version of its paths, it would not be fair to call it a clover layout
There is an additional loop (or triangle), the bombsites take different positions than usual on the loops, and there are also other big differences.
The bombsites are vast and multiple times the size of the plant zone, compensated for by fast rotates and rush timings. In this case the concept of a bomb site is different from any other map.
In the case of vertigo, the size and pacing of the map is dramatically changed.
In nuke, rotates are really unique, and the map is built in a way that feels totally different than all others while still being fun.
I think it can be agreed that there are not many maps like these, yet they are very successful.
I once remember fmpone saying somewhere that if you made dust 2 today everybody would say it can't work due to the lack of cover and huge sightlines. Most people probably interpreted this as a reason that dust 2 cant be beat, but I think this also shows that people are no longer willing to make radical changes to map design in csgo. Bombsite design is becoming very similar, most rotates are through a central passage (mid), and chokepoints are almost always reduced to pure 90 degree encounters rather than something like sweeping angles in t connector on train. Of course you don't have to change everything like on train, but it would be nice to see a little experimentation rather than 100 safe maps. Big mappers and successes lead the way for maps to come, and we will just see the same if nothing is shaken up
cruptor 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.
cruptor reacted to untor 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
cruptor reacted to jd40 in Anubis
Hey here's some of our progress. The map is coming along nicely and hopefully it will be in a playable state by the deadline 😅
A sizable part of the map is still fully greyboxed so we're working to finish that up. We're also thinking of ways to colorize it or add more contrast because right now it's looking a bit flat. We'll probably go with black marble elements with white/gold writing on them. And some more overgrown stuff by the coast.
cruptor reacted to [HP] in How to break in the games industry - an insiders' guide
Holy sweet wall of text, ahah.
A lot of those problems can be solved with something very simple yet it's extremly rare in the games industry (or any other industry for that matter) good leadership and vision.
Someone who makes sure the team stays true to the vision and is not afraid to call the shots, confidence from leadership trickles down very well, leaders that assert themselves more and compromise less. People love working for confident leaders that know how to say "no" and that have the ability of knowing when the team starts to get off track.
Such leaders, ironically also let you be more proactive, and let you own your work. Such leaders know that when it's yours, it's yours to loose. You are more motivated, more creative, more alive.
Look, here's the reality that no one talks about, 20% of people do 80% of the work, specially in todays bloated games industry, there's a lot of people that take cover behind blahblahblah, meetings and other superfluous shit. Just make sure you're inside the 20%, look inward.
I've learned that It's not the number of hours you put into it, but the intensity and consistent effort you bring to your project, regardless if you're doing it alone or in a AAA team.