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fewseb last won the day on August 22

fewseb had the most liked content!


About fewseb

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  1. fewseb

    Sawmill (WIP) (wingman)

    One month remains in the competition and there is much work still left to do, for now all I have to show his the latest overview and some screenshots. Im hoping to get 1 more playtest in before this is all over.
  2. Some mountains I sculpted for the skybox of my upcoming wingman map. It was the first time I really attempted to sculpt large terrain and I am quite please with how it turned out.
  3. Ive been playing this map a lot lately and feel like the T-spawns are way too close together. Today I was dealt two teammates who liked to go afk frequently and the rest of us would end of getting stuck on them in the first second of the round. I feel like if you moved them about 16 units or so away from each other it would result in less bumper car movement without impacting the encounter timing too much.
  4. fewseb

    [CSGO] Engage

    My point is the GSG-9 fit better. Yeah the SAS probably have operated on German soil before, doesnt mean they fit the map better then the GSG-9. I also believe the GSG-9 would have better visibility on the map then the SAS.
  5. fewseb

    [CSGO] Engage

    I really liked the use of the animated props to show the car assembly line, I cant think of another map that has done big animated set pieces like that before. The map really drives home the feeling of a modern car manufacturing plant. I also really like how you put a lot of detail into the ceilings and upper levels, its very nicely detailed especially since most players wont look up. However I do agree the map starts to get confusing with its color coding choices. I also noticed the out of bounds area were bizarrely low detail, such here outside of ct spawn where the grass tiles way too often and most things seem to made out of basic blocks. I get that getting the map released was more important then spending time on area most players wont look at, but they do contrast harshly with the extreme level of detail in the playable areas. This is also an extreme nit pick but I found the choice of factions for the player models to be really odd. So this map is set in Germany, but the British SAS are the cts for the map, when there are German GSG-9 models in the game. I think the GSG-9 might even improve visibility a bit since they are a way darker shade of blue then the SAS who almost match the shade of blue used most commonly around the map. The Anarchists also seem to be a bit odd of a choice for the Ts, obviously they have great visibility on the map, but some young Americans trying to bomb a German car factory seems a bit odd. To me it seems that the Professionals faction would have been better suited for the theme, they seem to match the workshop story much better then the Anarchists. "As a last resort, the other manufacturers have contacted "experts" who will try to destroy the Mass Cars factory" Im not sure how well visibility would be using the Professionals do to them use a lot of white in their color pallet, but I do think it would be worth looking into. Overall though, its is definitely your best map yet and I like to see that you have continued to improve as an artist after all these years. Im excited to see your next project.
  6. fewseb

    Sawmill (WIP) (wingman)

    Small update, I havnt used this thread to document progress as I was hoping to. Ive found working on this map tends to be a lot more multiple small iterations as opposed to larger individual ones like im used to. So far the map seems to be playing well and ive received a lot of valuable feedback via Mapcore's playtest system. The layout has evolved for the better entirely because of the feedback I received from those playtests. Here are some WIP of the art stage. A lot of the things are still up in the air lighting wise. Obviously a lot of areas are still very dark as im not quite sure how im going to light the interior places. Im also having trouble getting rain to act consistently and im unsure how successful an overcast sky will be, players tend to like their sunshine. I may end up dumping the rain for a sunrise/sunset if testing continues to prove unsuccessful. Outside/yard T side upper Bombsite from ct main Bombsite from upper T spawn
  7. Have you played DangerZone since march 2019? It has special traversal in the form of the exo jump item and bump mines. It also has respawning, some would argue the most forgiving respawn system out of any BR game.
  8. You know the grand majority of competitive pool maps were maps were made by hobbyists in the 90s right? Nobody back then knew what constituted a good map, they just made things they found fun with the very limited level editor they had for goldsrc. Nobody but the community chose what maps would still be popular today. Dave Johnson didnt sit down and think about 25 layers of level design theory when he made dust2, he just threw shit at a wall and found things he liked. He didnt set out to make the definitive CS map layout, he stumbled upon it. Now 20 years later you cant really change the basic foundation of a map very much before it becomes something new entirely. Even though it is easier now to make maps at non 90 degree angles, they cant just go back and adjust old maps to be less square. Nobody here chose what maps would be in the tournment pool, no one here likes how stagnant csgo maps have become. We have to cater to a community who doesnt like new things, You can ask anyone here and they probably at some point had some new, revolutionary design that played well and would be a total refresher to the map pool if added, what happens? Players see a map they dont understand from the first 5 seconds in game, then quit and downvote on the workshop. About the only game changing map to ever make it into the game was Insertion. Want to know what happened when players who didnt like new things played insertion? They left negative reviews for csgo and then went to the map creators profile and left him angry messages. You can look at Insertions workshop page and see in the months when it was in game people leaving essay long rants about why it sucks and massive dislike spam. Its not our fault that the only new maps the csgo community want are old ones theyve already played. Mappers have tried their best to make less blocky and more out-there layout ideas, but the more you deviate from the dust2/mirage layout, the less an average player will like the map. And when theres a total 8 slots max a year for new maps to get in and half the time those slots will be filled with old maps from previous operations, you can see why mappers have just stuck to the standard layout because its their best chances of getting in the game. To some it up, no one here wants to keep remaking dust2, they just have to in order to get players to play their map.
  9. Well I looked at it again and you are right the snow on top of the tunnel is custom, I thought it was the css snow. I also noticed that all of the ski lift hubs are missing either a top texture or a continuation of the beam so you can see through the bottom half. Also despite clearly being metal the hub prop itself just makes generic step sounds when you walk on it.
  10. The map is definitely great, however the amount of chefs in the kitchen definitely starts to show. I feel there is a lack of cohesion between certain areas. Some buildings feel out of scale in general, somethings are overly detailed, some things are empty. I also find it strange how different snow textures are used and their implementation, you have nice custom hd snow, the that one hd snow from Monestary and those are usually worked in really nicely through blend work and custom props. Other times you have the low res snow from css that its just plopped on top of something with obvious edges from where the displacement go underneath a surface. The tunnel in particular has a basic geometry and no finer details while the rood is just a snow textures applied on flatly with no transition between it and the walls and no depths of the snow itself. I also worry about areas that look so similar. The ski lift hubs in particular lack identifying details. Something like a different colored paint stripe and a number to make them distinct would be nice, I also noticed how the bakery building with the militia food stack in the back was used twice with next to no changes in between the separate buildings. I honestly though I had somehow gone in a circle the first time I exited one and entered the other. Them being that similar is not good for gameplay. Lastly I noticed a large discrepancy in asset quality. For most of the map you have a lot of nicely done custom models and well crafted structures. Others use older, extremely low quality props that are just sort of crammed in. I noticed how the church uses so many Vostok assets and just sort of sticks them on, its honestly hard to tell the church is more then a basic cube at times because of how little depth he building has. Like wise the crusty food stacks and DoD Source breads in the bakeries contrast harshly with the HD assets used around them. I think using old assets is fine usually but they just dont work here, something as simple as upscaling the textures would go a long way. I applaud you for not making an island however where the boundaries of the map are could be better defined, alot of the slopes meant to be too steep to climb I know I could climb if the invisible wall wasnt there. Something simple like a barbed wire fence or hedge would mark it better. As a last note, not something necessarily important. But I found the location to be a little inconsistent. I would assume its set in Germany based off the German language signs. But so many areas also have signs in English and while I guess the assumption is that English speakers have set up shop to make the place into a Danger Zone test area I find a lot of the sign work to be unnatural, like there a lot of red Dangerzone signs put in areas that dont seem to mean anything. Like why would they just put up random Signs related to Danger Zone around town and in the ski lift hub, the signs work in the under ground areas but not so much in the old civilian areas. Like wise the amount of signs telling you to watch you step or put on your respirator outside of the under ground areas seems nonsensical. Again its nothing major but it comes off as uncanny running around in game.
  11. fewseb


    I kind of agree with Shawn to an extant. I dont think anyone would try to argue that you need to pick 1 specific town and only use that for references, but just using "rural America" is way too wide of a net to cast. To me it would sort of be like early games that would just make a level set in general Asia with no 1 specific country in mind. The result is that you got the theme across and most people wont care, but people who live there will be confused by the strange mix of cultures that dont really go together. Same thing applies here. If you just pull from anything that can be considered "rural America" you'll get the point across to players, but people who live in America will know somethings off. And yes obviously the CSGO playerbase isnt exactly a group to care about how accurate a theme is but I dont think thats an excuse not to try to make the theme believable. I think youll get a more consistent feel if you narrow it down to 1 specific state and take reference from there. Everything you've done far certainly feels like a Montana/Oregon type town. You could maybe make Indiana work as well. The main problem im seeing comes from both the houses and the trailer park as presented. Trailers dont look like that, anywhere in the US. I get that you might just be using a place holder material, but that type of metal is not wasted on mobile homes. Likewise you'd be hard pressed to find a trailer park thats as run down as you've presented but also has a concrete foundation for nearly every trailer. But while Trailer Parks are pretty ubiquitous to any US state those houses are not. You would be hard pressed to find those houses in any rural area, let alone ones that feature buildings like what you've shown. Those type of houses are generally found in newer suburbs in large groups. Not in older rural towns. And yes both of those are nitpicking but as someone who lives in America I know those things dont look right. Something similar to these houses are about what youd see in a rural area in America. You cant really take a house from northern Maine and make it work in southern Arizona. Likewise you cant take a house from just anywhere in rural America and expect it to just work in any area. For instance, houses in Rural Montana tend to be flatter and have a wider area while houses in Rural Iowa tend to be longer and have more focus on strong foundation and basement with little or no second story. They are both designed this way to account for the weather that affects those 2 very different states. Now granted it could be if you threw all the elements youve shown into a layout and terrain they might work better, I imagine there some missing element we arnt seeing that could tie all these together. I am how ever concerned about gameplay in the haunted house. A 3 story house with multiple tiny windows for people to snipe out of on every floor coupled with inconsistent dark lighting through out the complex will not lend it self to fun gameplay. In my own DZ map I had a 2 story building with lots of windows to shoot from and a darker interior, it just didnt work because people on the outside would never be able to realistically counter people on the inside who could come from any number of windows. Unless the haunted house is the center piece building equivalent to the Kasbah on Sirocco or the Military Base on Blacksite I dont think it could really think its going to work outside of a major overhaul to gameplay and visual design. In any-case you're a very talented artist and im sure it will at the very least look great when the final product is released.
  12. Is proving thoorin wrong really worth ruining another major? Hes wrong all the time, he said it was the liquid era last major and then they bombed out. Adding another point to the already triple digit "Thoorin being wrong counter" does not make up for a 4th boring major in a row.
  13. I dont, them not being a complete team means it will actually be interesting to watch the major. For the first time in years we might have an exciting finals.
  14. Sawmill (which may change names over time) is a CSGO wingman map im working on for the source discord wingman mapping competition. Its currently in very early greybox stage and im hoping to improve on how it plays before I move on to decorating it. The greybox is currently avaible on the workshop and will be having a playtest soon. The overview looks pretty square right now but I will make it more interesting as time goes on. Ive been having a lot of fun playing against bots testing it so im interested to see how well that translates to real players. Radar, CTs spawn bottom, Ts spawn top. Workshop Link
  15. fewseb

    What I'm Working On

    How fitting that your first CSGO map was a hostage map, and now what seems to be your final map is also a hostage rescue. Gone full circle.
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