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.
cruptor reacted to Lizard in Chlorine
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:
cruptor reacted to will2k in ASSAULT ON WAREHOUSE 72: A tribute to the iconic cs_assault [Dying Light WIP]
While working on my new main project (pics posted earlier in WIP in WIP thread), I decided to have a small side project in parallel. Unlike my previous project (A New Hope) which was massive in size and scope, more like an open world game/DLC with 4-6 hours of main quests and side quests gameplay, this side project is more linear, much smaller in scope, and the story/action is contained in one smaller region.
This will be more or less a total conversion of Dying Light: no connection to the story or gameworld, no virus, no zombies, no infected, no derelict city. The player, a special police unit member, will have a rifle, a sidearm and a knife, and will be dispatched to the industrial zone in the city where cartel thugs have entrenched themselves in a warehouse with their drug stash and possible hostages.
This is basically single player Counter-Strike (and potential COOP play): the player will raid the warehouse, eliminate the heavily-armed cartel members, secure the stash and free the hostages. I'm aiming to have a short but sweet campaign that could be done in 10-30 min playtime without being taxing on players' time.
I wanted a small side project to work on and release soon in case the main project grew in size like the previous one; and since I haven't played CS or worked on CS projects in over 3 years, recreating one of the pillars and most iconic maps of CS was the perfect fit. The "warehouse 72" in the title is a nod the GoldSrc version of assault.
The screenshots are early WIP and the result of roughly 7 hours of work (main screen from the CSGO version is included for comparison purpose):
cruptor reacted to Tynnyri in Feast
Honestly this response makes little sense. You don't add detail for gameplay in CS except for nade line ups, and those less about detail and more about some pixels in textures.
Flipping images comes from drawn art where artists put their art upside down to see areas with not much focus and detail. For the artist, they've been working on a project for so long it is difficult to find problems. Flipping images give you a new perspective.
Half of your screen is the ceiling. No matter how much you add to the floor, half of the canvas stays featureless. Go into any map and you will see that indoor areas have props, geometry and decals you never noticed on the ceilings. But the fact that you never noticed it is the point: If it was just one texture, it would look bad and you would notice that. You should really run around maps like Office, Inferno and Inferno. Good maps for ceiling inspiration. Especially for your theme.
cruptor reacted to mr.P in WIP in WIP, post your level screenshots!
Been playing around with some forests in Unreal, did this during a afternoon a few weeks back,
The vista is missing a secondary layer of high mountains, probably snow capped,
Same world with different fog settings, not super happy with it, nor am I disappointed it will look better as a deciduous forest instead of conifer,
Thought I'd post something since it's probably been a year or so since I did WIP
cruptor reacted to Twan_Neppe in drainage system map
i just started to work on an idea for a hostage map. it is themed in the drainage system of a fueling company on a port.
Rumors are going around that the 20 largest ships in the world are polluting as much as all of the cars in the world...
And besides that, there are companies that refine nuclear waste into the fuel for these ships...
This seemed a pretty good scenario for me..
here are some pictures of the first work i've done..
cruptor reacted to The Horse Strangler in [CSGO] Content release: de_junction
Thought I'd make a new thread since the other one is super buried and has broken links. I've gone and (finally) updated the content release for junction with all of the latest art in _r2 of the workshop release.
I'm also attaching a separate content release here that contains all the max files. I'd totally link the art src files, but they're all for the old version of quixel suite and are super huge in filesize (besides who uses photoshop anymore anyways!)
p.s the max scenes are for max 2013 (I think??) So they'll work in newer versions of max, but will absolutely not load in older versions.
DISCLAIMER: This content is provided as is and was designed with pbr type reflectivity and values in mind. If you decided to use the content in your map, please credit the usage and drop me a note on steam or discord -Thanks!
MODEL SCENE LINK
BEEG Shots of some of the new assets in the latest map: