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Everything posted by MikeGon

  1. MikeGon

    Level Design Help Files

    Very cool, that could be useful as a starting point for large scale worlds!
  2. MikeGon


    My first CSGO map! xD So my goal with this project is to make a fun, compact defuse map! I will keep posting my progress in this thread - your feedback is appreciated!! This is my first time doing a CS map, so you CS gurus out there can make fun of me all you want So here's what the iterations of the broad, high-level layout look like, with "V05" being the current one: I really wanted to have a twist in the layout, with a "gotcha" path (the right-most on T-spawn might seem to be the way to point A, but it's not) I will also take this occasion to throw some verticality in there. I think I will make it an underground tunnel, with the whole "CPB and bombsite B" section (top section on the layout) at a lower level than the rest of the map. This will allow me to reduce the time it takes for both teams to reach chokepoint B, and possibly put the section completely beneath Mid... we'll see. The distances with V05 are starting to feel good enough to start with: Of course those measures are not so accurate since they're calculated with a ruler directly on the layout... We'll see in-game for more accuracy. (The rest of the distance will be added with smaller brushes, props or ramps, and the extra distance will be shaved by cutting corners with diagonals) ...Now this doesn't mean that V05 is the final version - I will go back to photoshop and make a V06 with improvements when I need to. I have imported my layout into hammer, to walk on it and get a feel of the space, and scale: My goal is to get this to a first playable version as soon as possible, with basic brushes and bots. Stay tuned! PS: de_harbor is a working title. I usually name my maps much later in production, so the name will likely change at some point...
  3. MikeGon


    Totally. Not sure that's actually necessary here though... I'm factoring in that feedback, but I'm trying not to overreact and set fire to everything on a whim! I'm not attached to it that much honestly, I will happily make drastic changes if necessary. Quality is the top priority, here!
  4. MikeGon

    Prodeus (random dev stuff)

    I like that it serves many purposes, great design and way to leverage gameplay elements!
  5. MikeGon


    Now, about the map! Thank you so much for playing and sharing your thoughts, I really appreciate it!! I gathered all the feedback not only from here, but outside MC as well. Here's what came up the most, and what I plan to do for each: "Underground area doesn't fit the style of the map." So in terms of themes, I really like environments that clash 2 themes together in a harsh way, and that's what I am going for here. But perhaps these 2 themes are too contrasted though... It had a "dirty industrial" look for a while, but it didn't feel very good... more like a scary ugly place you don't want to be in. I want both sides of the map to be as cool and appealing, only in a different way. One possible solution I'm thinking about, is changing the theme for a more stony/sandy "ancient" underground theme, using mostly the Dust2 set. I'll try it and see what it feels like! "...Remove the underground space and put bombsite B somewhere else." Well, that would be like deleting 40% of the map. Having an underground area was part of the initial ideas/constraints for the project, and making such a change at this stage of production would pull the rug under the castle of cards... In other words, one of the main motivations behind this project is to do 3D level design, because I'm not a fan of those flat, "extruded top-downs" maps... Simply put, I like Nuke a lot I'm siding more towards fixing it, than scrapping it. Maybe we can go into more details, and fix the small problems one by one... "There are way too many angles to check and it's literally possible for the enemies to come from behind." The level flow is actually very typical... but with a twist, literally (it's kind of weird to look at, but basically look at how the connections are the same): However, there are 2 extra connectors that I added and probably shouldn't have (I don't remember why I did that, I know I had a good reason to do so...): The little vaulted tunnel that goes from Chokepoint A to Alley The fact that Chokepoint B is linked to Staircase room... it shouldn't be I think that if I remove those it'll simplify it a bit, and feel closer to your typical CS map. I'll try it and see what it feels like! "Map is currently way too big" It was actually smaller a long time ago, but when I saw that the spawn-to-chokepoint time on official maps was bigger, I decided to add a few seconds everywhere. Spawn-to-Chokepoint A is 10.5s for both teams, Spawn-to-Chokepoint B is 10s, if I remember correctly. I agree that shaving 1-2 seconds there would be great. I might be able to make the spawns a bit closer, I'll see what I can do about that... "Rotation takes too much time" I totally agree. The biggest mistake I made during blockout is that I forgot to initially plan for a rotation paths, since I had no idea how CSGO worked (I still don't, tbh) Right now, the rotation route is 14.5s and I wish it was around 11-12s. I could also be more intuitive, because I think the optimal route isn't readable enough. It is: (A -> Alley -> InteriorHouse -> Jump through window -> Stairs room -> Connector -> B). The solution I'm thinking about, and it will be the first thing I will try, is to create a path through the Bombsite A tower, I like an interior space with a stair and a basement, that leads down under the street in mid. So it would cut a long detour: "Stair step are too high" The reason why I made them that high is because it worked well with the grid. Also those steps are actually really big on the references I'm looking at. But I totally agree they could be shorter if it feels more natural, I'll see what I can do! "...water texture doesn't seem to be packed right. It appears black." Will fix this asap!
  6. MikeGon


    Good news!!!! I finally got them to deliver: Looks like we're back in business!!! I guess NYPD finally got to them, because they've been strangely responsive in the last few days...
  7. MikeGon


    Thanks! I'll be okay... staying positive. Of course this won't affect my motivation- this is my career and passion afterall Yep I hope too, though I would lose all the stuff that was in progress for the future... especially my custom models and making art isn't my speciality at all, and took considerable effort But hopes aren't lost. Consumer protection has 2 case filed against the moving company, and now the police is on their ass! Smart man! I should have done the same. From now on even my pet projects will be on the cloud I swear!
  8. MikeGon


    Woah okay I'm back, catching up... I still don't have my stuff and computer, and I'm still in trouble. Using a work computer for everything atm. Resorting to legal actions against the moving company since they have my stuff since almost 2 months now. It's a mess because that's Canadian company an I'm in the US, so I need to show up to a court over there because those here don't take care of that. I'm looking for a lawyer atm to help me with this. I've been living in terrible conditions, out of a backpack for the past 2 months. They pulled a bait-and-switch on me, doubling the price compared to the quote, and on top of that, they completely unreachable. They don't answer the phone and don't reply to emails. I just looked at reviews, and they're basically a scam company. Obviously I'm deeply regretting and feeling very stupid for not looking that up before letting them take everything that I have. I'm basically experiencing exactly what these people are describing here: https://www.mymovingreviews.com/movers/access-canada-movers-8061 Now the scary thing is that a lot of them are talking about their stuff being damaged, etc. So if my computer and hard drive are broken or lost, this project and all the source files (and... all my other projects as well) are gone. The kind of stuff that always happen to "other people", well sometimes it happens to you huh... what a nightmare. (This should probably be in a "What's going on with your life?" thread but since it affects the project I'm posting it here.)
  9. MikeGon

    Resident Evil 2 Remake

    RE4 is pretty much my favorite game, and overall best in the series IMO, but 2 has my favorite story. So the idea that they're remaking 2 with the controls and flavor of 4 shrinks my pants to no end
  10. MikeGon

    2018: Mapcore's Year in Review

    I know right? What an amazing year!! Great job, I'm so proud of everybody
  11. MikeGon


    Quick update: I won't be able to work on the map since I won't have access to my computer (and 99% of my belongings), for 2-3 more weeks... The movers were supposed to deliver my stuff this week, but they pushed it back to Jan15 - Jan20. Will keep you guys posted! Also, HAPPY NEW YEAR! May your LD/LA skills improve like never before in 2019!! Cheers!
  12. Hey guys! I've been having problems with my loading screen for my map since the Panorama update: I have 3 questions in regards to this. I have searched around but couldn't find an answer... How come my loading screen background image has stopped displaying since the Panorama update? (Both on my machine and other's machines) How come the top down map has stopped displaying since the Panorama update? (Only on other's machines) How can I add a logo for my map at the top right, like official maps usually have? Cheers, and Thanks in advance!
  13. MikeGon

    Mapcore Job Census

    Congrats @AlexM!! I wish you all the luck! This week, I moved to Brooklyn NY and started on a new gig, level designer at Defiant Studios! A very talented, agile, and passionate little team we have here- I love it!
  14. MikeGon

    [Unity] Dungeon

    Cool stuff! What is it for? Will you be making a game out of that?
  15. MikeGon

    [Wingman] Turnpike

    Looking fantastic @Squad! What's the layout like? Are parts of the outside area and road playable too?
  16. MikeGon


    Absolutely, I would be honored! I would like to polish it up a little bit more before if that's okay - I want this to be a pleasant experience! (Unless you are on a tight schedule, then I guess we could go with this version...) I'm moving to the US at the moment, and the movers will keep my stuff 2 weeks - I won't have access to my computer for a while, so I'm looking at December 29-30 for version 1.17 - would that work for you? Thank you @blackdog ! Yeah lighting in particular still needs a lot of work, especially in the underground areas. Trying to strike that right balance between mood and visibility.
  17. MikeGon


    aaaand fixed! (I just removed that brush, it wasn't really needed) That will be part of v1.17 - Thank you @Serialmapper and feel free to let me know if you find more issues!
  18. MikeGon


    v1.16 is up!! I am trying to finish that map once and for all before the end of the year - This is very hectic period for me since I am in the process of moving to another country for a new gig. More info on that later Here are the main improvements that come with this update: Replaced all out-of-bounds houses by models (they were previously Instances, which caused a multitude of problems) Fix a lot of "bad shadow on brush surface" issue all across the map Started replacing brushes uses to make buildings by displacements - It should be done for all buildings in v1.17 Replaced the dark, ugly rock cliffs near TS with much a better model. It is the same as the one shown here. Thank you @Serialmapper !! Replaced water material with a much better looking one, made by @Yanzl , as shown here. Thank you!! Color correction is now done using a LUT instead of a .raw file. Thanks again @Yanzl for the great explanation of how LUT works in Source v1.17 is already on the way! I'm making big changes to lighting - Stay tuned!
  19. In short: All ambient_generics in my map have stopped working. I searched around for many weeks but haven't found a solution yet... so your help would be greatly appreciated It started around the time when I added more soundscapes in the map, with triggers to transition between each of them. The only instance of the same issue I found was this reddit thread: This is EXACTLY the issue I have- but there's no confirmed solution and the thread is now archived... I tried to communicate with the user, but no answers yet. @TopHATTwaffle, you replied to this thread so maybe you know the answer to this mystery Here's a bunch of info describing what I found so far: I tried using the snd_rebuildaudiocache command. Seems to do nothing at all (log throws a No such command! afterwards). Unlike ambient_generics, all soundscapes work fine, and transitions work properly with triggers around the map. I get this assert in the log when the map has finished loading, one for each sound that is broken: CSoundEmitterSystemBase::GetParametersForSound: No such sound (sound name) Ambient sounds actually work when "Play everywhere" is set to true. Then the assert mentioned above does not appear for that sound. I tried setting the "volume" and "start volume" parameters to 10, does nothing. When I copy/paste the ambient sounds as-is in a new map, they work fine. When I launch the map using a small ribbon area that's just around the spawn, ambient sounds still don't work (so it's likely unrelated to the number of instances in the scene, as mentioned on reddit). I have not yet tried to nuke a bunch of entities though, so this is my next test- but I would be surprised if the map had hit some kind of entities limit, since I am always very careful about where and how I use them... I hope we can sort this out, this issue has been there for way too long (I definitely should have asked for help sooner than that...) Cheers! -Mike
  20. MikeGon

    CS:GO - Bug: All ambient_generics have stopped working!

    OMG guys With the new game + SDK update, ambient sounds started working again!! THEY FIXED IT!!!!
  21. MikeGon

    What's going on with your life?

    Congrats, and welcome to Canada @ElectroSheep! Going to Québec I would assume? Montréal? Yeah many of my good friends are from France, and they we're able to find Haribo candies here too haha
  22. MikeGon

    CSGO - Questions about custom loading screen

    Well, looks like this is another thing we'll have to wait for Valve for... Add it to the list Thanks guys, I hope something will move soon on that topic!
  23. MikeGon

    CSGO - Questions about custom loading screen

    Ok thanks, that's reassuring! hmm really? I thought I saw crests on some of you guys maps... maybe I'm dreaming Yep. Everything is set up properly, I know because its working for a long time, and I didn't touch it since... and according to @Serialmapper, the background image is fine on others' machines.... its so weird Are any of you guys experiencing the same issue other than @esspho ? If nobody knows the solution to this, then I guess we just have to wait for Valve to send some kind of fix...
  24. MikeGon

    [UE4] Darksiders 3 Art Dump

    Looks amazing dude! Can't wait to play it, loved the first Darksider game back in the day
  25. MikeGon

    CSGO - Questions about custom loading screen

    Huh? So that would mean the problem was with the PC which I downloaded and tested it on... I'll look at it again tonight just to make sure, but that would mean question#1 and #2 are solved ...and for my last question, do guys know how I could add my map symbol to the loading screen? Just like this: The logo is done since a long time ago, but I never found out how to put it there