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JimWood

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Everything posted by JimWood

  1. Thanks mate, this will be fixed in the next update, and will take the B site feedback on board!
  2. You completely skipped over my previous comment about how it clearly is not 3/4ths
  3. Here's some brief Mutiny patch notes for the recent update: - fixed T spawn ship lagging the server - improved optimisation across the map - removed skybox blocking grenades above B coastal side building - new building and raised platform at CT, replacing some rock - improved clipping across the map - added a mapcore logo, somewhere... - plus lots more changes I've forgotten Get playing, and please provide as much feedback as you can! https://forms.gle/jLQZmq4JtWwnNBpF9
  4. How the hell is polish based solely on visuals? Yes, it may cover visuals, but it clearly isn't solely based on visuals. It's based on sound, clipping, optimisation, and many more things.
  5. Congrats to everyone! Hopefully you all enjoy the forthcoming Mutiny changes
  6. We just released an update for Mutiny, mainly focusing on frame rates and clipping improvements, but there are lots of other minor changes too. Check them out! https://steamcommunity.com/sharedfiles/filedetails/?id=1978052734
  7. Looks like we might have to re-release
  8. Thanks mate! Yeah the issue is that there are trigger_hurts under the water, apparently they're too close to the navmesh so they think a lot of areas will damage them. Will be looking into a fix!
  9. Thanks mate, will get them sorted! Cheers for pointing that out!
  10. Mutiny has been officially released! Check it out on the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=1978052734 If you're interested in seeing some in-depth information about the map along with an interactive map, take a look here: http://jimwood.co.uk/mutiny We've also added a trailer, check it out below! Finally, here's a couple of the screenshots shown on the website:
  11. Thanks, we'll have to see what time is like for the skybox, but we should be fine so can look into that further down the line!
  12. Thought I'd show the progress to B Site: Here's a before/after image slider: Before/After - B
  13. This is very true, but the contest theme definitely helped reduce the chances of this. It was a good idea to combat it.
  14. Ahoy! Mutiny is a defusal map created by TanookiSuit3, Huvaligen and myself. Pirates have swarmed the island to find and retrieve some long lost treasure. The map is situated in an old pirate town, with a huge tomb close by. Here's some links to before/after image sliders for T Spawn: Before/After - T Spawn Before/After - T to Mid Some more images:
  15. JimWood

    Offtime

    Welcome man! Unfortunately I'm on holiday, so the best you're going to get is this lousy old screenshot. Best I could find. There is an angle for CTs in the back corner to look down to the lower floor from above which is very awkward, and it's incredibly hard to push up the stairs when having to check 180 degrees. This other staircase is similar to that chokepoint... However, in this situation, the staircase is flipped the opposite way, which is much easier to push, and there is no cover for CTs pushing. Any CT pushing is most likely going to be picked off. Having 2 main chokepoints being staircases is strange and different, but I think it would work much better if the first staircase was easier to push for Ts.
  16. JimWood

    Offtime

    I find the map is a fresh change to the normal style of maps, and is something that can work well for hostage. My main issue right now is that one of the choke points on a set of stairs allows CTs to hide in a corner behind the Ts, making it very difficult to push up the stairs. It's also very easy to get lost, even after playing the map multiple times, due to its unnormal design. Like FMPONE said, making it more obvious which floor the players are on, such as colour coded floors, walls or ceilings, would be a big plus. Other than that, I enjoy playing it, and am interested to see where it goes!
  17. JimWood

    Mapcore FACEIT Hubs

    The main issue right now for me is the total downtime of the servers, which can become quite frustrating, especially for newcomers.
  18. JimWood

    Mapcore FACEIT Hubs

    Scheduling them on the discord and tweeting out times may be a good idea.
  19. JimWood

    Mapcore FACEIT Hubs

    There's a good chance guest judges may want to play the top 4 on here and could bring a lot of players in with them
  20. JimWood

    Mapcore FACEIT Hubs

    One for the future, maybe.
  21. JimWood

    Mapcore FACEIT Hubs

    I've been thinking about an idea for running competition on the hub. Rather than competitions for players, my thoughts are competitions for maps. The basic idea is an elimination style playoff for maps, whereby players can actively choose their favourite maps to keep in the competition. Each day, two maps are played, the map with the most votes (or matches played on?) progresses to the next stage of the competition. This would allow for players to keep maps they like on the rotation for as long as possible throughout the competition, and would hopefully allow for mappers to get new insightful feedback on their maps. Rather than the usual "I like/dislike this map for this reason" I feel that it would introduce a more unique style of feedback, such as: "one of the reasons I chose de_grind over de_breach is due to it's unique style of Mid, which allows for each round to introduce various different playing styles, whereas i do not feel de_breach has its own uniqueness" as an example. It would allow players to judge maps compared to others. This could even be introduced to old operation maps, which would allow people to play old maps they haven't played in years and would be unable to play otherwise. I feel that this may also introduce many more players to the hub.
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