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Tynnyri

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  1. Like
    Tynnyri reacted to Evert in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    Grats to all winners! Quality stuff (compared to this thread).
  2. Wat
    Tynnyri reacted to NikiOo in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    I give Graveyard a 35/25 on Visuals for having the biggest custom prop! The other 10 maps shouldn't even be in the top 11. If anyone disagrees with me, your logic is flawed! Your subjective opinions are an insult to my highly systematic methods of analysis.
  3. Like
    Tynnyri reacted to blackdog in Counter-Strike: Global Offensive   
    Hey you guys work it out, you are the ones with opposite opinions 
    More seriously: they have a VR hardware business they pretty much paved the way for. (The big commercial turnaround for Oculus arrived after the Valve VR people moved over there.)
    Of course they have Steam that keeps chugging along, they've done some that could be seen a response to Epic, but we know they are slow on everything and they were actually criticised for not responding to Epic, instead/in fact they have worked and shipped new features that make the Steam experience richer than the competition (play anywhere).
  4. Like
    Tynnyri reacted to Vaya in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    I'm sorry, I wasn't expecting of your standard spergs, I was replying to someone else to begin with.
  5. Awesome
    Tynnyri reacted to poLemin in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    And here we have a prime example of why it shouldn't be released - Thanks for demonstrating
  6. Awesome
    Tynnyri reacted to Vaya in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    victoria has stuttering and buffer issues (still ongoing but not as severe). It was legit kicking people out of it until very recently. Graveyard's tilted floors were removed quickly when people reported these issues. I don't think there's any 'dev textures' now either.

    Stop talking out of your ass.
  7. Like
    Tynnyri reacted to Vaya in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    jzfb only submitted scores 2 days ago+ these scores were given realtime on his steam. stop presuming
  8. Like
    Tynnyri reacted to S.martin in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    Well, by showing the scores, the authors can see what they could/need to improve. Also people are just curious .
    But other than that I would also like to address a suggestion/idea for future competitions. See, we now had a creative limitation (the map being exotic), but what about technical limitaions like "original assets only", "300 brushes max" or "not larger than 2048x2048x2048". It would offer a different kind of challange to map-making. Just a thought.
  9. Sad
    Tynnyri reacted to Vaya in Exotic Places CS:GO Mapping Contest 2019   
    pretty much anything not a 4 leaf DE map is a nope. Hostage maps are normally an insta ban. we've had 2 nuke-style layouts which have been really unpopular.
    http://faceit.fnugz.com/maps/ here is some stats for the contest. we're planning on forcing the less popular maps more
  10. Sad
    Tynnyri reacted to JimWood in Exotic Places CS:GO Mapping Contest 2019   
    You completely skipped over my previous comment about how it clearly is not 3/4ths
  11. Like
    Tynnyri reacted to That50'sGuy in Exotic Places CS:GO Mapping Contest 2019   
  12. ahaha
    Tynnyri reacted to Vaya in Exotic Places CS:GO Mapping Contest 2019   
    please impart your knowledge
    the community depresses me often. 
  13. Sad
    Tynnyri reacted to Vaya in Exotic Places CS:GO Mapping Contest 2019   
    running a service with 60 thousand subscribers gives you a pretty good inkling of what is accepted and what isn't. 
    Look up dunning-kruger, you're on the incline just now
  14. Like
    Tynnyri reacted to Timure in Exotic Places CS:GO Mapping Contest 2019   
  15. Like
    Tynnyri reacted to Interfearance in Mustang (formerly Everest)   
    There are a lot of connections everywhere, and while they may not be redundant, some add complexity unnecessarily. The areas are not really isolated enough from each other, and holding them is less valuable due to the sheer quantity of ways to get anywhere on the map (now that there is a split mid). I also tried a split mid before, but it left the CTs to thinly spread out and vulnerable to rushes.  A also seems very hard to hold after plant there are 5-6 different ways to get to it depending on how you count the 2 house entrances. The art is well done and reminds me of Tibet for arms race.
    edit: i did run around the map for like 20 mins
  16. Wat
    Tynnyri reacted to untor in Exotic Places CS:GO Mapping Contest 2019   
    I think it's silly to sort things out. You can spend a bunch of hours and more discussing the top 11.
    What I think - I have always been taught - it is important to be able to present yourself and your creativity. And no matter what brilliant thing I would create, nothing matters if it is not done accurately and presentably. At the university, I was deprived of a scholarship, from just one small spot, on white paper. It was a shame, but I save it for me, and think it was important to do accurately and on time. I think this quality is not enough for many artists.

    Regarding the layouts and their similarity.

    If we start to beat everyone who uses the basic layout of clover and their similar ones, most likely we will have to make maps for RTS or Open space games like PUBG. And even then, we run into the idea of clover.
    Why is that? We will analyze any map into parts. And we will understand that it is ideal for each point to have a triangular shape. And adding up the mechanics of 2 key points, we get the shape of a clover.

    The reader can give a comment, you are wrong, you can come up with a 5-sided shape and so on. But in truth, no. Having made 5 exits to the key point, 2 of them will always be empty or will refer to the remaining 3.

    And since they are superfluous and will not be used, why are they? 
    Let's look at DotA 2. Game 5 vs 5, 3 lines used, same clover? - Yes. Is it convenient to play? - Yes. How did valve diversify the map? They changed the candy wrapper, but did not change the candy, not because they could not, but because the balance can disturbed.
    Now back to the discussion, the gameplay is important and how important the visualization is. Part of the gaming experience is the environment. And it is the environment that shapes the situation. even, for example, top 11. We see how much the environment affects the feeling, already on the familiar composition of the maps.

    And now, those who disagree with me, try to come up with a chair. New, unique chair. Believe my experience - this is a real challenge. With one way or another, you will come across a generally accepted basic composition, because it is the only correct one, and the only thing you can do is change the visual form.

    (in Russian it song is cool, not sure about understandable in English)
    I Glad too see great maps in top 11. Congratz! 
  17. Like
    Tynnyri reacted to Interfearance in Exotic Places CS:GO Mapping Contest 2019   
    I don't think this is the case at all, like I have said before, there are going to be general "rules" with every game like having well defined areas, appropriate scale, and chokepoints. It doesn't mean the only way to adhere to this is by making a layout such as the abstract one you showed.
    Lets take train for example. Even in the a very simplified version of its paths, it would not be fair to call it a clover layout

    There is an additional loop (or triangle), the bombsites take different positions than usual on the loops, and there are also other big differences.
    The bombsites are vast and multiple times the size of the plant zone, compensated for by fast rotates and rush timings. In this case the concept of a bomb site is different from any other map.
    In the case of vertigo, the size and pacing of the map is dramatically changed.
    In nuke, rotates are really unique, and the map is built in a way that feels totally different than all others while still being fun.
    I think it can be agreed that there are not many maps like these, yet they are very successful.
    I once remember fmpone saying somewhere that if you made dust 2 today everybody would say it can't work due to the lack of cover and huge sightlines. Most people probably interpreted this as a reason that dust 2 cant be beat, but I think this also shows that people are no longer willing to make radical changes to map design in csgo. Bombsite design is becoming very similar, most rotates are through a central passage (mid), and chokepoints are almost always reduced to pure 90 degree encounters rather than something like sweeping angles in t connector on train. Of course you don't have to change everything like on train,  but it would be nice to see a little experimentation rather than 100 safe maps. Big mappers and successes lead the way for maps to come, and we will just see the same if nothing is shaken up
  18. Wat
    Tynnyri reacted to Vaya in Exotic Places CS:GO Mapping Contest 2019   
    nuke + train are also 2 of the oldest layouts in the game. They are 'accepted' due to this and any change valve can force. We don't have that luxury. Come back and say the same stuff when you've been doing this a while, you'll have an epiphany sooner or later.
  19. Wat
    Tynnyri reacted to ElectroSheep in Exotic Places CS:GO Mapping Contest 2019   
    CSGO Players are like... "People are wasting hunderd of hours of their life to make extra free content for my favorite game, fuck them !!!"
    I always wanted to make a new map for the game or, why not, finishing Highlands huhu. I even started a map for this competition, even with the small amount of free time I can have with a kid to take care of. But when I read the shit talk from csgo "pgm", seriously, why I would do that ?
  20. ahaha
    Tynnyri reacted to Lizard in Exotic Places CS:GO Mapping Contest 2019   
    That was about interfearance saying that most of the maps in competition are similiar. I said judging map by the layout is not the best idea.
  21. Wat
    Tynnyri reacted to Vaya in Exotic Places CS:GO Mapping Contest 2019   
    They really don't though, this you not understanding the nuances that go into map design. Each of the top 11 maps in the contest play radically different.
  22. ahaha
    Tynnyri reacted to dmu in Exotic Places CS:GO Mapping Contest 2019   
    Just going to leave this here...
     

    Edit: After @Puddy's comment I would like to explain the reasoning for this meme. My intention was not to attack Graveyard or its creator, instead I meant to display the clear differences between a greybox map and Graveyard. If anything, this meme is attacking those who claim that Graveyard is a bad map that shouldn't have made the finalists.
  23. Like
    Tynnyri reacted to Interfearance in Exotic Places CS:GO Mapping Contest 2019   
    Nah bro it's about wanting a really good map that can work for the game. It's not about how prolific the company that accepts ur map is.
  24. Like
    Tynnyri reacted to Interfearance in Exotic Places CS:GO Mapping Contest 2019   
    Excited as in this map can be the next big thing.
    Not everything is a cash grab/portfolio addition
  25. Like
    Tynnyri reacted to Lizard in Exotic Places CS:GO Mapping Contest 2019   
    You really asking? Having a map that was included in official release of one of the biggest e-sport games out there is a killer. Your sentence doesnt make sense. You get your map in game and players will get excited about it. I think that's enough for people to care for their map to gets accepted.
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