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Everything posted by spa
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You have some tricks your willing to share to achieve this kind of lighting / bloom ? Looks amazing, keep it up!
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My gut reaction is that there's too many 'S' shaped narrow spaces that breaks flow and make the map hard to navigate and learn. At one point the CTs are actually moving backwards to get forward in the map. But I like the crooked angles conceptually I would just tone it down a bit
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I think there's a difference between censorship and editorializing. Lets say Ive made a map where the textures make it really hard for colorblind people to navigate. I can choose to change it to make it more inclusive since its no big deal to do (editorializing - like we do with every decision in design to make things better/smoother) or I can choose to keep the textures because its a really big deal to me as an artist to have that look. It simply becomes a cost/benefit decision at the end of the day. Maybe Roald didn't consider it might be hurtful or controversial (Pulse is a pretty generic sounding nightclub name) so its no big deal to change it - I wouldn't call that censorship unless he really want it to be called Pulse but feels pressured to change it. My point is: don't stubbornly hold on to something that you initially thought of being benign because your scared to be "self-censoring".
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[Tutoria] - Ultimate Hardsurface Tutorial - Turretgun
spa replied to smn_fhs's topic in Level Design
This is great stuff! Im going through the early stages of the tutorial and there's so many nice tips and tricks to improving workflow and using scripts. Definitely gonna implement a lot of this in my workflow. Highly recommended for anyone feeling the need of a boost in productivity. -
Really nice looking greybox/detailing! Like the fast engagement/sniper option in mid alot. Didnt get a good feel for the map in the failed playtest because of the technical problem, but one thing that struck me is that map lacks a bit of verticality and the two bomb sites feels a bit similar. One way to maybe fix this could be to add a small highground vantage point to B, making it more different from A: As graphical input i would suggest to open up one of the outer walls going to the sites (but have it fenced off) and revealing a more open scenery (maybe get some tanks in there to play up the warzone theme) This could be a good way of making some of these areas stand out since they can blend a bit together atm, but this can also just be due to the greyboxing. Overall very promising map, looking forward to try it for reals soon
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While the whole "what is art" discussion is interesting it usually never resolves anything and is maybe getting off topic. However i do wanna say that if your not thinking about what the player should feel in the different parts of your map, your missing an entire aspect of mapping. Does the space make the player feel claustrophobic, stressed, safe, in danger, impressed, surprised, confused ? etc. Ive currently begun on my first CS GO map despite having played the game way back before 1.6. All while mapping for various games, but side stepping CS GO until now. I think what motivates me to explore CS GO is a combination of the game being very big right now with lots of opportunity (sry i dont see that its impossible to break through but maybe im naive) and the fact that it reminds me of mapping back in the quake days with BSP brushes. There's something nice about that workflow and i feel i don't have to deliver something thats "the best looking thing ever" but if i manage to actually make something awesome thats an achievement in itself. If i went for Unreal it would have to be OMG-TRIPPLE-A all the way and i get enough of that try-harding at work. What I do know from creating stuff in the digital space for 20 years, and made a career out of it, is that you can always find excuses for not doing something but what matters is doing, even if its not perfect. I think your overthinking it a bit to be honest. Map for several games! what about a starcraft/RTS map? make a small fallout 4 adventure, even snapmap for DooM because its fast and easy but you get to try out shit. Most of all just do what excites you in the moment and not what you assume is most valuable for the future. Its the passion to see it through and the exploration of that idea that you just have to see played out that it is all about. Atleast thats my take on it.
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One item to maybe add to the submission form: "Map has sufficient player clipping to avoid out of bounds traversal" (maybe rephrase it) I definitely had to learn that the hard way for this play test
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Making them tiny is a way of avoiding having a huge skybox that increases compile time. Its also just a placeholder test for now
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Yeah I didnt patch the level with player clips for this stage, I assumed ppl would stay on the player area. Lesson learned Oh and if anyone knows how to make a proper water plane that goes into the horizon i definitely could use some help.
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Really strong update! A Site feels great now and I love the boost spot on the B site B itself, however, feels a little tight. Maybe add a connection into the site from the middle of the double staircase which already feels a bit long to traverse with no choice ? This would add another loop to move around but also a bit more complexity that could be bad. I would consider shifting the T spawn a bit to the right towards the center. The flank around B is really long now and make the entrance a bit more enticing to pick. Shifting T spawn closer to center would make rotation through the middle a bit faster so i would consider adding a window here to make it more risky to go fast center. Adding that window would also make this room more interesting with more choice - go to window or move into the site + theres a nice option for Ts to disrupt the window spot through the boost. CT can also use the window to scout early if Ts are going fast mid and communicate to team. Just some ideas you can try out anyways Really great progress overall!
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Big thanks to everyone that playtested and to RZL for setting all this up! It has been super helpful.
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As much as i dislike how Hello Games has handled this launch I also feel that they were maybe caught between Sony and the fans. The 60$ pricetag may have come from Sony because they noticed all the hype that was being generated, but now Hello Games carry the burden of making the game seem like a big enough of a deal to justify that. How many games at 60$ are being made today by 15 people? Its actually insane. Yes it took them 3 years but thats par for the course these days for tripple A.
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I feel ya and I presume that Blizzard are registering a large dip in players post season. If thats the case, they may consider running seasons back to back.
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Hey man, here's some comments from the playtest (some of it i already mentioned on com) Overall i really like the bombsites and interesting layout of the map. I think it carries lots of potential if things are tightened up and properly executed. Theres plenty of opportunities to make very different sub-themes throughout the level from the street to the water area, basement sections and the B site with the statue. Really dig the path at the water in terms of traversal! I think in general some spaces are simply to big and the map felt pretty large even with high amount of players with almost too many ways to flank. Sometimes restricting areas can improve a map alot even if its fun to build paths running all across. This space feels really huge but at the same time like it should be a sneaky flank around (like blue door on cache) I think you have to figure out which is main and which is secondary when going into B from T side. is it this or the ramp? This balcony position feels really strong for the CT side where they can pretty safely overlook the entire B site while quickly rotate to A. Make it less safe or maybe have the CTs commit more to defending B - for instance let them drop down to see the site, but then have them climb back up to get to A, so its less simple to get to. Under the bridge is another major thing that makes the level interesting but also really large and complicated. I think having two man-hole covers going down ladders like that is atleast one too many. Maybe i dont have a full overview of its application but my gut feeling was that this could be simplified alot. If i can walk under the street maybe that street section should feel more like a bridge than it does now (hence the name i suppose) atm it feels more like a basement with the ladders. If you wanna call it de_bridge you should really own it! but could also just the greyboxing. could be cool with some stuff running across the street here to break it up - another overpass or industrial pipes if that fits the theme your going for ? just a gfx idea Maybe bevel this corner to open up the space a bit? Thats what i got so far, looking forward to next iteration
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Btw my map can easily be bumped to any other weekday in the future I just picked sunday as there seemed to be an opening.
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Thanks man, ill look into making it a bit more worn and detailed after alpha testing. Leafs are a good idea!
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I finally added de_corp for playtesting. Hope there's no issues after renaming with suffix (radar should be working now). But let me know if there's any problems with the map!
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Maybe this could work? or some other way o f getting the CT's around the pillar from a safe position ? Thats totally fair, but i do feel its a bit tight for 5 players - so are the tight spaces with the A and B sign. i guess im just a noob then i swear i tried! Nice that some of it was useful! I wanna stress that i really like how the bombsites have potential to stand out and the rest of the level are spaces that lead to those key points. Theres alot of levels where the sites dont really stand out at all and is just another space in the level that happened to be a bomb site.
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Hey man, i quickly ran through and have some feedback you can maybe use. T starting area is very tight for 5 players spawning there and its just a long run before any decisions are being made (its similar to nuke but i find that bad nonetheless) I find that the A site is simply has too much going on in terms of players hiding from pretty much all angels. Maybe its more clear when playing for real but this is my gut reaction to the site. And try out some more angled shapes/corners perhaps to help shape the arena like nature of the space. I can see it being cool with some sort of elaborate temple facade though The way the staircase in the middle appears like that in the space is very awkward - it should be pushed way back or the stair im coming down from should be moved to the right so theres a more clear path. This lower crate looks climbable but that doesnt seem to be the case even with crouch jump. If its not supposed to be climbable make it taller I conceptually like that B is the more straight forward site and A is more "complicated", but the contrast is just a bit too high atm. Also the tight placement near the pillar is interesting. However i wonder if the Ts cant simply place one smoke on the corner and then have perfect cover to plant ? Okay, just some loose observations, hope it helps and good luck
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Looks nice but beware of those "tiny" railings, it makes the space look huge. With environments like these its always a good idea to have something relateable in the scene that establishes scale.
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Update with reworked B, facades and polish. I feel pretty good about the map as an alpha map but it still requires a lot of art polish and play testing. Many textures and props can change, and the background vistas needs a lot of work at some point (the water is a bit wonky, if anyone know how to make it proper id like to know ). I probably have went a bit too far with the map considering the lack of play testing, but i wanted to nail down some things before committing to the next step. And its great fun to work on! Workshop Link