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baem123

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  1. Like
    baem123 got a reaction from lynx in [CS:GO] de_waterfall [wip]   
    i like this map a lot.
    the outside lightning, the rocks, these wooden planks in the ground an the detailing inside the buildings are all beautiful.
    In this spoiler are many problems i found (i guess you are already working on most of these):
     
     
  2. Like
    baem123 got a reaction from untor in [CS:GO] de_waterfall [wip]   
    i like this map a lot.
    the outside lightning, the rocks, these wooden planks in the ground an the detailing inside the buildings are all beautiful.
    In this spoiler are many problems i found (i guess you are already working on most of these):
     
     
  3. Like
    baem123 got a reaction from jUST_RUSH in de_shiro   
    beautiful greybox, gives me a wanna play feeling
  4. Like
    baem123 got a reaction from Shibou in [CS:GO] de_waterfall [wip]   
    i like this map a lot.
    the outside lightning, the rocks, these wooden planks in the ground an the detailing inside the buildings are all beautiful.
    In this spoiler are many problems i found (i guess you are already working on most of these):
     
     
  5. Like
    baem123 reacted to spa in [CS:GO]de_corp   
    Workshop Link
    Another update since i was unhappy with a few areas in the level and needed to try out a few things:

    Ive worked on the facades in mid and Ive added an upper floor (cantina) that cant be reached by the players but ties different parts of the level together. Here it can be seen through the large open windows in mid.
     

    And here it can be seen above the connector area between mid and B.
     

    It also ties into the B con entrance area from T side (upper left corner with the chairs). This area changed alot since i didnt like the grungy basement i was going with initially. It didnt look like youd expect from the posh exterior. So i added a big vista room instead tying together with the Bcon path. This also fixed another problem i had: the street entrance was on the inner corner of the T path so you could easily miss it when running B. By adding this more elaborate fire escape staircase it creates a more interesting path for the player to traverse and presents itself in advance. It also dealys T a bit to the connecter area and makes the main entrance to B relatively stronger.
     

    I did a bunch of iterations on A. especially the roof section. I kept having pillars going down through the center of the room and it just felt too oppressive so ive settled on this more open design. I plan to make the colored plates behind the lobby counter shootable in later updates
     
    Please let me know if you have any comments on game play or cool ideas.
    I am not looking for gfx-nitpicks at this stage though (Some areas are still quite rough).
    I should probably get this tested at some point..
    Oh and if someone is kind enough to try it out let me know if there's any props missing (or reflections?) since this version is half the size of my last build, so maybe VIDE is playing tricks on me
     
     
  6. Like
    baem123 reacted to Puddy in MapCore CS:GO Playtesting 4.0   
    Sure!
    https://drive.google.com/file/d/0BxQPUZnFd-S9TzY1ajhndHJxSG8/view?usp=sharing
  7. Like
    baem123 got a reaction from R.I.P 3.0 in [CS:GO] de_waterfall [wip]   
    How many years are you working on this map?
  8. Like
    baem123 reacted to Corwin in Push & Pull - The art of guiding players through an environment   
    Hey all,
    Because my busy life doesn't allow much time for side projects and thus doesn't satisfy the urge of doing something constructive, I wrote a multi-parts article about guiding players through environments (a subject that fascinates me greatly.) 

    Push & Pull - The art of guiding players through an environment
    1. Introduction 2. Facilitate mental mapping 3. Influence via composition 4. Lure with affordance 5. Drive with goals & narrative 6. Communicate through a language 7. Direct with restrictions & cameras 8. Show with UI elements & cut-scenes 9. Conclusion I intend to tweak and improve the article if needed so I'd be very interested to hear your thoughts, criticism and feedback!
    Hope you like it!
  9. Like
    baem123 reacted to untor in [CS:GO] de_waterfall [wip]   
    Once again, greetings to everyone!
    Perhaps, all subsequent news about map will be announce systems character.
    Why? It's simple! We will often show some elements of the map to show you the entire amount of work that we have done in recent years.
    And so, today we will show a new map logo. It fully complies with the subject cards and transfers combat tension on it. When you play, you will see that the error does not forgive this card. Here are two options, the top and bottom. And the way they look on a black background.
    Watch for updates of topics, and you first learn even more information!!!
  10. Like
    baem123 got a reaction from Squad in [CS:GO]de_thrill   
    impressive! nice models
  11. Like
    baem123 reacted to tomm in de_havana   
    Progress has been slow, but at least I can show you a work in progress mid.
    I know it's still clean and maybe a little bit empty. I'm hoping it will get progressively more detailed/dirtier as we go.


  12. Like
    baem123 got a reaction from Lizard in [CS:GO]de_thrill   
    impressive! nice models
  13. Like
    baem123 got a reaction from JustFredrik in Mapping Community Voiceserver   
    it would be easier if mapcore would not hide the teamspeak server in the playtesting forums.
    instead the ts should have its own menu item next to the twitter icon and one ts-viewer on the side below articles.
    edit: ofc it would be the best solution if mapcore would make one teamspeak server for all mapping guys together with /r/csmapmakers and /r/sourceengine
    this mapping scene is not huge. i dont understand why its splitting in different forums/voiceservers.
  14. Like
    baem123 got a reaction from Nohns in [WIP] de_Regista (temporary name)   
    the rotation from bombsite A to B takes between 20 and 21 seconds. that is very long.
    cutting the red area would help a lot. its an easy way to lower the rotation times, and it wouldnt destroy your general layout.
    i recommend changing sth before you start a playtest.
    i liked your map, especially the mid area looks interesting. bombsite A might be a little bit huge.


     
  15. Like
    baem123 got a reaction from will2k in De_forlorn WIP   
    good job will2k
  16. Like
    baem123 got a reaction from Utopia in [CS:GO]de_corp   
    i cant help you with this problem, but ive got other ideas
    dont forget to add your map to the mapcore playtest https://www.mapcore.org/topic/17116-mapcore-csgo-playtesting-40/
     
  17. Like
    baem123 got a reaction from NihiL in [WIP] de_canaveral   
    hes doing it already
  18. Like
    baem123 got a reaction from NihiL in [WIP] de_canaveral   
    Hi Nihil,
    thats a neat setting. Great idea! I immediately started to imagine how this rocket launchpad area could look like.
    My eyes like this presentation and your layout a lot, but my gamesense says it would be boring for the CTs.
    Since A and B directly connect to the CT spawn, CTs could play around the area the whole game.
    Terrorists have much longer rotation times. If you are a T and you go to the "Exhibition Hall" or the "Outside" area, you already commited yourself to go to B.
    There is no easy way out. You cant reach the "control room", you could only go back to the lobby.
    Im pretty sure that you need to give both CTs and Ts more options, but ofc jackophant is right: we need a playtest asap.
     
  19. Like
    baem123 reacted to El_Exodus in de_nuke - A revised optimization system   
    Nice test! Though i don't really know why you did run vvis on fast for testing the quality of optimization. This doesn't really make sense imho. I feel like you should compile with other compile settings for more accurate results despite of the long compile times.
     
  20. Like
    baem123 reacted to cashed in Far Cry Primal   
    Releases today! Had a great time working on it and hope some of you pick it up
  21. Like
    baem123 reacted to MagnarJ in [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)   
    Hi there! We released an update to VRAD in the latest update. To get proper lighting on static props, you will need to run with -StaticPropLighting in VRAD, which sadly isn't updated (yet) in Hammer for the default, quick compile settings.
    This flag will increase compile times, but to help with iteration we also included the ability to tweak the quality of the new lighting by adding -StaticPropSampleScale x parameter (16 = slow, high quality, 4 = default and 0.25 = fast, low quality) which is useful if you want to speed up compile times. Note that adding -final is the same as having -StaticPropLightingScale 16.
     
    We'll have the full documentation for the upgraded compile tools out early next week.
  22. Like
    baem123 got a reaction from Single in Counter-Strike: Global Offensive   
    I like this new nuke design, very cool indeed, but i think it could be too T sided now.
    I dislike that they ruined the Nuke jump, especially with this overpowered extended catwalk.
    Its sad that de_neutron didnt make it.
    cs_cruise doesnt look finished! not ready for an operation.
  23. Like
    baem123 got a reaction from Quotingmc in [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)   
    cumfirmed
     
  24. Like
    baem123 got a reaction from Radix in Counter-Strike: Global Offensive   
    I like this new nuke design, very cool indeed, but i think it could be too T sided now.
    I dislike that they ruined the Nuke jump, especially with this overpowered extended catwalk.
    Its sad that de_neutron didnt make it.
    cs_cruise doesnt look finished! not ready for an operation.
  25. Like
    baem123 reacted to AlexM in Games W.I.P Thread   
    Well a combination of deadline extension, 12-14 hour work days and the worst bout of sickness I've ever experienced in my life (a combined case of food poisoning, an ulcer and chemical inhalation symptoms) caused my jam entry to go off the rails but I've been getting up every morning at 5am so I can spend a couple hours completing the entry. 
    I managed to complete it today. It's not fun or pretty but it's complete and more importantly I learned a shitload about systems in Unreal I haven't used before. This includes
    Character animation state machines AI - Blackboards AI - Tree editor Matinee (worst part of unreal) The C# build system Input abstraction Blendspaces  UMG (although I just realized the matinee video recording removed all my UI stuff @#[email protected]#[email protected]#) Anyways here's a video of a quick playthrough of the game. 
     
     
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