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NikiOo

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Everything posted by NikiOo

  1. People told me to get rid of the benches, so I thought, why not add yoga mats instead? Don't worry, I'll add some more color variety. I'm still experimenting with the textures. The story of this building goes back hundreds of years (or at least dozens!). It was built a long time ago. Before it was closed, it was a working church, visited by people of all creeds and ages. The surrounding area was populated by tigers, which was quite stressful for the old ladies with their fickle minds. One day one of them got the brilliant idea to start feeding the tigers so they wouldn't bother her. So she bought a pack of beef from the grocery store and took it with her the following Sunday. The day after she was found dead. No, a month later! They only found her hand. So yeah... she was eaten alive. Poor thing. Anyways, the old ladies got together and protested to the mayor, requesting the tigers to be slaughtered. The mayor, whose name is Harold Pleski, decided to close the church instead, to discourage people from visiting the desert. Some say he hates old ladies. After that people stopped visiting and churching took place in the pastors house temporarily. Fast forward a couple decades, a group of hipsters found the church and decided to settle in. They painted the walls and started practicing eastern spirituality. Today this place still stands as a home to a moderately large yoga cult. Joshua, one of the founding fathers wears the mask of a tiger all the time. He even sleeps with it... Speaking of textures, you might have noticed I've changed the wooden walls with my own custom white painted wood. I just got Substance Alchemist and I've been experimenting with it during the limited time I have before my laptop shuts down to let its internal organs return to solid state. Here goes: I'm still working on it, but the basic premise is that the walls have been repainted many a time. I want the age of the building to show through the layers of paint. My plan is to make a two texture blend, one with the white paint only, and one with the same white paint but a lot more worn, and then blend between the two. And then I'll use overlays to add the second layer of paint (blue or some other color) like Valve did on mirage with the broken walls. So that's it for now. I'll run some more tests on the source engine discord once my exams are over.
  2. CS_Joshua is the remake of CS_Erect, sporting a new theme with greater elevation changes. It's a wingman hostage map set in a semi-desert biome. Here's the backstory from the Steam workshop: Joshua is a wingman map set around the church of a good samaritan community, led by the loving and generous mister Joshua. An anonymous source has informed the local police that a religious sacrifice is about to go down. Has Joshua lost his wit, turning to the dark side? Or is this yet another disgruntled atheist trying to throw shade at our wholesome community? The sheriff sent two cops to check out what's really going down there. His gut tells him that this might be linked to the missing high-school teacher. Not many crimes happen in this small town. Starring Sam Sante and Corelle Lalil as the hard-boiled cops, Mutah Schickre and Raffael Mike as the occultists, and John Pain as the abducted high school teacher. More screenshots: I changed the location from the Negev Desert to Joshua Tree Park because I found some cool photos on r/EarthPorn. This is what it was gonna look like before I had a change of heart: When I pictured it in my head it sounded like a pretty dope idea. I was gonna have these sharp rocks sticking out of the dunes, surrounding the church entirely, and then these two rock hands sticking out above the rest, as if they're holding an invisible halo above the church. But then I made it and the rocks ended up looking like utter shite. I don't know if it's the lighting. Or if my models are too low poly. Perhaps I should have used more references. Or maybe it's the basic ground that's not doing enough to complement the cliffs. Either way, I thought I'd be better off changing to less deserty desert. So my current reference looks like this: ...with some tall cliffs like this one: ...to round off the boundaries of the playable area. You might say, but Nikio, if you keep changing the theme of your map, you'll never finish anything. You might be right. But the success of the visuals is very much dependent on how good the surrounding rocks are gonna look. And this is not the first time I've remade a major set of props. I remade the props for my first map, De_BigAssStatue two times, and in my eyes they got better and better with each iteration. And that's what this is - an iterative approach. Sometimes when you set your goals too high and you fail, you then have to try something else to get your confidence back. Here's the radar: There are three lanes: 1. Roof: If CTs take control of roof, they'll have an easier time taking the hostage. 2. Outside: If CTs kill the outside player, they'll have a clear path for the rescue, knowing the the other T is on the other side of the map. 3. Middle: Middle provides a quick rush route to the hostage. Since the previous release version, I've increased the height changes in order to limit movement. I think this is a good way to balance small maps, making them less chaotic without oversimplifying the routes. I've uploaded it on the workshop. It's gonna take a couple hours for the mods to approve the update. Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=2095685385 Let me know what you think!
  3. Thank you all for participating in my Piss off the Mapcore moderators speedrun! Totally stomped it! P.S. seriously, why is this in off-topic? P.S.#2 I've put all the jokes in spoiler.
  4. watch out! below lies a contextual joke, building up the suspense for the below screenshot. you might feel uncomfortable.. and now...a series of tasteless jokes with some facts sprinkled here and there:
  5. beware! doubling down on the previous joke
  6. off topic joke alert! I've added a barn in the new version. Scarecrows are a must!
  7. Erect is a wingman map set around a secluded church inside a desert cliff, ran by a murderous cult leader. The cops have been informed that yet another religious sacrifice is about to go down and so they've rolled down the desert in their heavy swat vehicle and jammed it straight through the main entrance. The occultists at the back have been alerted by the loud crash. The guns are out and the hunt is on! More screenshots: Radar: I saw the announcement for the Wingman contest and I put together this map in a couple of hours. I've always wanted to make a map with a church and this seems like a perfect occasion to do so. Yes, it is a hostage map. I don't even know if Valve supports hostage maps for Wingman, but the rules of the contest allowed it so I thought, why not. I've never made a hostage map. One thing I've noticed about Wingman maps is that the objective is rarely fulfilled, because either the fights happen way too quickly, or players would much rather lurk to get the jump on their opponent, than give away their position by trying to plant a bomb. So I thought why not give the attacking team, the CTs in the case of hostage, a headstart by putting them at arms reach from the hostages. This way the winning strategy is not so evident. You can either make a run and get the hostage quickly, or you can hold the breaks and wait for your opponents to make a mistake and frag them out. Either way, I've only had time to playtest this with bots so I can't tell how it's gonna play. The CTs spawn inside the church, at the main entrance, from where they have two options. They can either walk out and wrap around the church through Long where they can take a long range engagement, or flank the Ts, or they can push forward towards the hostage, where they'll be vulnerable from three attacking points. The Ts have one entrance from beneath the hostage, one side entrance, and a roof area, with one window opening to the church hall. The roof on the left side of the church is accessible through a ladder. It's not meant to be a very competitive map. I just want to make a fun map with lots of cool things that you can do. Most of the areas that seem accessible are. I've just uploaded it to the workshop so it should be accessible in a couple of hours, as soon as it gets approved. Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=2095685385 Let me know what you think! Visuals inspired by Dusk.
  8. Looks very green. The lighting doesn't really match the sky. I suggest that you copy the light_env and sun entities from the original dust2.
  9. Somewhere in Chicago... ...a map is getting finished... ...after some more playtesting.
  10. Breaking News! CS:GO dropping frames due to Valorant anti-cheat running in the background. Ladies and gentlemen... we got em!
  11. That was my original concern with the Operations model. Good point! I do agree with the popularity idea, but here's lies the transparency issue. Players need to know that this map is being trialed out and could potentially move up to Active Duty. The way Valve does things with the map pool reminds me of how I make maps, with zero transparency. I design a layout, I test it, I put aside the feedback, then I take the tings I like and start from scratch. And then when the next playtest comes along and people be like, what happened to this map? I can't recognize it? It was fine before, I just say, ahem, this is how it is now. I like it better. That's like saying it's not my fault for watching a Captain Crunch commercial and deciding it's the best breakfast for me. Maybe if they had a long term plan about these gorgeous community maps (like seeing them on the big screen, cause that's what I want), then it wouldn't seem like they're so lazy about curating them.
  12. I remember in a QNA video the devs were asked whether they plan on having a map editor and their response was that they wanted to focus on making the game as good as it can be, and not get distracted with extraneous stuff like that. I personally don't see them ever coming out with a level editor. They're too proud of their visual artistry to ever let a community member influence the look of their game. Riot is a bunch of artists who steal game mechanics from other games. They won't even let you upload your own custom profile icon - instead they have these incredibly generic profile banners, which look like they straight up took the concept art for the weapons and agents off the shelf, along with some product designs for the Valorant brand. Sprays - same thing. And then there are those name tags, which are also similarly generic and corny. And to me this ties back to what yall have said about the abilities that they take away the freedom of exploring the game and discovering cool things and expressing your personality in a unique way. Instead they take these modes of personal expression and bottle them up in an ability - you like to hold off angles? We've got just the right agent for you - Jett. You like to throw strategic smokes while setting up a site execute? Well, you're in the right hands, buddy! We've got Brimstone for ya. You like making info plays and being aware of the movement and positioning of the enemy teams? Here's Cypher! You like chipping away from your enemies'' health with smart nade usage? Raze is just for you. Riot is like a morbidly insecure, overprotective, narcissistic parent (they won't even admit they're trying to compete with CSGO) who scolds his children for watching porn and going to concerts and then gives them placebo pills and cough syrup every night after curfew, trying to make sure they don't get into trouble. Cause trouble is bad. And god forbid you fail at trying to have a personality. That would be too much to swallow. And what will we do with you if you try to line up a smoke and it lands one meter off, then you die because of it and you feel annoyed? No, here's a tablet screen where you can point exactly where you want your smoke to land. Cause heaven forbid, you go play another game! And don't say those nasty words! God always listens! And if I was on Riot's PR team, I would say add an option to disable that anti-cheat and go public about it, saying "We know that many of you have previously experienced the exploits of intrusive anti cheat (implying ESEA), but we are here to fix that! Our anti-cheat can be disabled at any time you want because we care about you!". Here it's very important to ponder on this trust thing because Riot are very deceptive and they don't want their players developing trust issues, otherwise they might discover that they're full of shit. "So come here, my children! This is a safe haven! You shall lay here in my harem where you can lick your wounds." That's how you draw members into your fucked up cult. You tap into their insecurity and you give an answer to their anxiety. Also, really smart marketing. The beta release? The twitch streams? The random drops? I was already invested way before I had the chance to try the game and get shit on.
  13. Vertigo's always been known for being a very casual map, hasn't it? I played Anubis yesterday and it was the map with the shortest queue time. I read some of the feedback people were giving on Reddit and I have to wonder, have the CS community ever agreed on a community map being *competitively viable*? There's always some areas that *feel* right and some that *feel* wrong. The map's always either too big or too small. It's almost like CS is such a diverse game that everyone judges the maps from the perspective of their own unique playstyle . I also think that this new way Valve have been introducing maps for the past 2 or so years, unlike in Operations, predisposes players to treat them like they could stay in forever. There's no such thing as, "here's the deadline, here's when things go back to normal". I doubt most players care whether a map is made by Valve or not, as long as it plays well. So in my eyes it just comes down to whether Valve would want a community map to represent their game in tournaments. It would no doubt spice up the viewing experience if a gorgeous new map like Anubis replaced a generic construction site.
  14. Thanks to @CommonCrayon for reminding me of this map's existence. Now that I'm quarantined at home, and now that my exams are postponed, I thought I might have some free time to work on some old maps. I stopped working on this map back in July last year because I was beginning my first year in college and didn't have much free time. I might have also hit a creative block cause I found myself constantly switching themes and looking for new gimmicks to inspire me to continue with it. Now I am certain this is the theme I am going to stick with. And by this I mean a Chinese mountain village with rise fields surrounding it. I think I'm onto something with this dark atmosphere, cause I'm really digging it! Anyways I thought I'd share some screenshots. Purely for documentation purposes, if anything. Here goes: The story is that Riot games, terrified by death threats coming from the CSGO developers, have moved the development team of Valorant to a secret location in the Chinese mountains. The CSGO devs however managed to track them down with their very special computers, which have internet access, and they've now sent a terrorist team to bomb the location, along with the entire studio (which is hidden inside these conveniently shaped 72x72 crates), to halt development. This is only one location, however, I have 3 more maps coming with the backup servers.
  15. you had a spelling mistake there. corrected it for you.
  16. The Bible also works, doesn't it? Far better than it would have if it was released today. It was released in the peak of interest and when there wasn't much competition. That's not to say the literary and social theory of religion hasn't evolved since then. Back in the day there were no dating apps and no social media, so you just had to date people in your local community. There was far less choice, but that doesn't mean people were less happy. I feel like there's always going to be a misalignment between the interests of mappers and the interests of players. You gotta think about this like a drug dealer - you must know your audience, know what they're currently on and what kind of nerve it's scratching. You need to make them feel comfortable and safe in changing over to the new drug and convince them that it is a sufficient substitute. If you're a biochemist making designer drugs, you might take pride in making the *best* drug (some drug that stimulates your brain and makes you smarter, or some drug that turns you into a warewolf), but if you want to make big buck off of that drug, you gotta streamline it - you gotta make it easy to consume, make it scentless so police dogs can't track it, etc. That's why maps that stick to standard 4 square layout (flat map with few paths) are more accessible. Mappers think like mappers, players think like players. That drug which turns you into a werewolf might get a lot of praise from your fellow mappers, but it's not gonna be the new tobacco. Here's another analogy: There are games that liked by many - like Super Mario, and there are games that are loved by few, like Prison Architect for example. Imagine booting up Flappy Bird on your computer (Don't know why you would play flappy bird on your computer, but what do I know. You're the weird one, not me), and then you see a small button below Play that says "New Mode", so you press it and suddenly it boots up Dark Souls! You're not in the mood for Dark Souls, you're in the mood for Flappy Bird. It's 2 AM and you're lying in bed with your laptop. Hell, you don't even have a mouse. I'm probably overthinking this and layouts may well be a minor factor in getting players to play new maps. It may be the way the areas are designed, or the way the art is put together that makes something tick in peoples brains so they think to themselves, "ah this feels familiar, this feel like those other 5 maps I've played for hundreds of hours". I personally like making maps with crazy layout constrains like De_Graveyard, driven by some grand concept, because I know other mappers will appreciate the effort it takes to make such a layout work, and because some people are just gonna be fascinated by the all-round coolness of having a map set on a ship, or in a radio tower, or a large open train-yard, or around a giant fucking statue.
  17. Getting Valve to add a community map to the tournament pool is like asking your wife to have a kid after you've been married for 30 years. That ship has already sailed long ago. By this point even adoption isn't an option. If anyone was interested in playing new maps, they're either on Mapcore, or they're already playing other games. I bet for most people CSGO is just that old game which you can boot up at any time, always expecting the same thing, and always getting the same thing. The most recent update with the operators skins and the battle royale mode tells me that this game is just a cash cow for Valve. It's about time that cow get slaughtered. And not like in a nice and ethical farm, but in one of those farms from those vegan documentaries. The game is entering menopause already and this is our last bitch effort to give birth to something new. Also, Imagine all 6 tournament maps getting replaced by community maps. It wouldn't be a Valve game anymore. Why do you think they stopped adding maps in operations? Cause they don't want their profits going to some random community members. Remember what happened to that doctor who tried to introduce new treating methods to the hospital? He got fired! And then he died! In a car accident. So don't be him. Don't waste your talents. No one will remember you. Or I'm probably just butthurt because I suck at the game and dont play it anymore ... anyways, yeah Mutiny is really awesome. I remember playing it almost a year ago in it's earlier stages when it was still a greybox and I just now recognized where I remember it from. It's changed (shrinked) quite a lot.
  18. 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.
  19. Awesome work everyone! The community once again proved that they can map better than Valve. P.S. James Bardolph viewed the maps on his stream:
  20. I always use that one cause it's the same resolution as the CT logo (when you download it from the source wiki) and it's so much easier to just slap it onto the radar in Photoshop, knowing that they're both the exact same size.
  21. NikiOo

    [CS:GO] Gust II

    Ayyyy cool new radar!
  22. NikiOo

    [CS:GO] Gust II

    I did some more testing on the map and I came to the conclusion that bombsite A was a bit too exposed to the upper entrances so I redesigned the layout of the site. It's now an arctic convoy: There is now a lot more cover to play around and several places to defend from around the outskirts of the bombsite. The way it was previously the only spot Ts could defend from in an after-plant was from CT spawn, unless they had someone covering them from upper. I checked the size of the map and right now the playable area takes up roughly as much as Nuke does. I don't know if it might still be a bit too small. I'll update the workshop asap.
  23. NikiOo

    [CS:GO] Gust II

    I've updated the workshop link. Here's the new radar image:
  24. NikiOo

    [CS:GO] Gust II

    Here's a quick update with some changes... I've added a second pathway for Ts to go towards B, which connects to the other side of the main one, so they don't have to expose themselves to the long sightline through the two bomb sites if they don't want to: The height difference in bombsite A has been decreased to 320 (as much as nuke upper rafters on A). Also one of the entries from CT spawn has been raised to give the CTs a higher vantage point towards upper T entrance, and at the same time provide more cover in the site for afterplant: I've also added a flying sign in both spawns spelling "Breakable Ice!" to indicate to players that the ice is breakable. There is also a floating block of ice beneath the sign, but it is...well broken: Don't mind the darkness, this is another one of the unique features of the map. Both teams have equal access to it so it's fair. If you've noticed the new crate I've added in the screenshot above then congratulations! You really are quite perceptive. You are set to succeed in this map. Not everyone is. This map is not for the faint-hearted. Some people expressed disconcern with the bombsites being so close: I don't think there's anything fundamentally wrong with that. It just isn't seen very often. I believe that if done correctly, it can make for an interesting fast-paced map with a lot of flanking and wide range of possible strategies. Another big change is the closing of the T entrance to middle, which was previously open to CT spawn: I realized that I couldn't make it work the way I wanted it to as it was before, so I just closed it off. I also added a crate so it can remind people of playing Cashe's A main as a T, which will inevitably make them feel comfortable and 'safe'. This is very much necessary since the rest of the map is ridiculously stupid. I am planning on having cracks in the ice floor in T spawn (like the ones in de_survivor) where you can fall and die if you are not perceptive enough (but you found that crate in the dark screenshot so you don't have to worry about that). Now onto B site... Did I say quick update? Forget it. I just like to write, okay! Here's the new B site: I didn't really like the T entrance to B the way it was before so I completely reworked the angles. This time around I've flattened the ground across the entire bomb site so players can feel safe and secure and confident that they won't have to move their lazy arm vertically. Or at least they can rest the muscles required for vertical aiming so they'll be more prepared for the extreme height variations around A. See this is what I call good map design. You need to have balance. If you are taking risks with one area of the map, you need to make the other one play like a generic aim map. You can't suddenly introduce height variation in all areas of your map. That would be like taking a dog out of it's natural habitat and putting it out in the streets expecting it won't get lime disease. Or like taking a hunter gatherer and sitting him down on a computer to make CS:GO maps while you deliver him the same food he'd otherwise go hunting for, and expect him not to get fat. Of course he will get fat. The CS:GO player's wrist is the product of decades of evolution through random mutation and natural selection. You need to respect that process of evolution and treat your patients with caution. Speaking of caution, I've elevated the pathway to the ladder and given it a nice tall wall to protect it from CT sightline from B site: The map is gonna be set in a glacier by the way, next to some rock hills perhaps. I'll update the workshop link tomorrow.
  25. NikiOo

    [CS:GO] Gust II

    Oh and there's a workshop link as well: https://steamcommunity.com/sharedfiles/filedetails/?id=1991120072
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