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jd40

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jd40 last won the day on September 18 2023

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    jd40#8687
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    jd40
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  1. With the map going on rotation at FACEIT, here's the latest changes: The focus this time was mostly on "space design", converting the blockout shapes to actual buildings, adding all the city architecture, the various alleys leading out of the map etc. Some of these additions did lead to layout changes which we feel are for the better. Radar:
  2. We had our map on FACEIT last week and we got some useful data from that. We had 9 games total, 6 of them played on the latest iteration of the layout. The stats turned out a bit too CT sided for comfort especially since this is a new map and CT metas are not established yet, meaning the map would likely be even more CT sided with teams who understand the map. Our focus with the latest update was to make the map more comfortable for Ts. The map is already a bit unusual in the way that each bombsite has only 1 dedicated entry. Similarly to overpass it's key for Ts to take mid to get access to the other entries and cut off CT rotations. So the focus was on making middle more T friendly. From the demos death heatmap from rebze's report tool I found that there was a big T death hotspot at top mid. So we reworked that area a bit mainly giving more room and allowing different playstyles. The old setup was very choky and players in the demos were often frustrated bumping into eachother. The new one has more room so Ts can either hang back and hold the angle with an awp or push up with a rifle unseen. Radar:
  3. I'm here with another update. From the level design side we are keeping busy, we had a Mapcore playtest last week and implemented some changes based on that. Today we entered the FACEIT hubs and there were 3 games already! We are now pushing some layout changes and quality of life fixes to make those games run a bit smoother. As a bonus, the ticket machines now make a sound and flash red when players pass. The sound can be avoided by jumping over. It is mainly here to replace the old mechanic we had to slow people down at B heaven. (double jump at staircase) On the art side I've been working on a favela kit and making various props. The map will be about 60% modern cable car infrastructure and 40% favela. The biggest challenge with the cable cars will be all the support pillars and mechanical parts, while with the favelas it's just the amount of detail needed compared to clean concrete walls. For now I'm making some materials and props but will move to creating a building kit soon.
  4. Hello folks! Here's a summary of changes we made following the last playtest: A site: The path leading to the site is now split in two with a death pit in between seperating them. We are very curious to see how that plays and it will be one of the things we focus on during the playtest. A long was simplified with the extra rooms in the back removed. It now leads to a spiral staircase leading to the site. The back angle at A under was moved to the side so it is a bit easier to push that path as well. Mid: Moved T side pathing leading to mid. You now approach mid from the left side, getting rid of the awkward angle into mid connector. Angles were also reworked a little so they are now more individual and you are never forced into peeking multiple angles at once. B site: Added extra room at T main approach for Ts to have somewhere to retreat to after plant. Added an extra cubby at the new T approach so Ts have another defensive hiding spot. Pathing to heaven now requires jumping. Makes it harder to push defenders in the back and increases the timings.
  5. Hello! @JimWood and I have been working on a map for the contest. It's set in the favelas of Colombia. The layout will feature cable car stations, a lot of mixing of interior and exterior spaces and a lot of verticality. Here's a moodboard showing what we're going for art wise: Here's a slightly outdated radar overview. Jim will follow with a newer one and some playtests very soon! Workshop page
  6. Just realized I can post in here! I've been at Bongfish as Level Designer with @Roald and @poLemin since February and it's been fun!
  7. jd40

    [WIP] de_biome

    It's been a while but here's an update: I've been working on the CS2 upgrade. Mainly using this to finally learn the tools and I gotta say the new tools are great fun. A little daunting at first but easier to pick up than I thought initially. So what are the changes? Did a materials pass so everything looks good and shiny in cs2 Color coded the "samey" indoor areas so they stand apart more. Upgraded some rock displacements into models What's next? Some more art polish/iteration Possibly some layout changes on A, I'm not a fan of how unintuitive the A bombsite feels right now, I've seen too many people try to plant at the pillar instead of the crates.
  8. In general having less props (draw calls) will give you a performance boost. Especially on maps like nuke with a ton of tiny modular props, these are made to be used with autocombine. The extra GPU load you get from larger props is insignificant. There is also an option in autocombine to combine based on portals.
  9. jd40

    Elden Ring

    For me it's all about the multiplayer elements. Invasions are fun both ways, and co op is a great way to preview and practice areas/bosses without much risk. But you have to play it around release or a sale because that's when the world really comes alive.
  10. Broke my first print trying to take the support off - printed horizontally ? Nothing I have would quite fit under the translucent plastic cover so yeah I gotta figure something out. Do you use the plastic cover btw? Seems to block the airflow a bit. I wonder if it's possible to turn off the index usb via software, sure would be nice if it turned on only when you put the headset on. Thanks for the model!
  11. Never really had a big issue with the heat but I had the printer so I thought I might as well try it! The noctua fan I got even came with some 3M scotchloks so no soldering required. I had the other parts lying around and took apart an old USB cable. The fit for the cable was quite tight and I used the smallest cable I had. I took the plastic casing off and everything. Maybe consider getting the socket @leplubodeslapin recomends on thingverse. Some of my findings: Needs a switch, shouldn't have printed the switchless version ? (usb doesn't depower when index goes to sleep) Printed vertically on a raft, looks better and easy removal of support. Also ~2hr shorter print! Feels good to wear, don't feel the heat radiating from the screens anymore. Should be great for long sessions of alyx, might replay it now. The front sponge still gets wet after some beatsaber but I don't think even another fan would help with that. The fan I got is audible but not as bad as the basestations.
  12. I just watched the documentary about hanging the whale skeleton up there and was thinking it would make a sick map and here it is ?. You really nailed the building - I instantly recognized it. I think a tiny bit of fog would help sell it even more. Maybe some sun ray models too?
  13. Hi all! I started this one way back in 2018 and have been working on it on the side to keep me cool from all the desert maps I've been making lately ?. The map is set in snowed in castle connecting two sides of a river. Layout: More screenshots: Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2257823084 Credits: Additional LD - @Quotingmc Deer head props - @Quadratic
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