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Everything posted by fewseb

  1. The location is the most interesting thing theyve shown so far, southwest US towns and cities are very under utilized for game locations, especially for open world games. Its a good way to set this new series of Saints Row games apart from the old ones with their colder industrial mid-western cities. Though its really going to be a let down if they contrive this setting to be an Island, like they did in past games I got to ask why developers post "location trailers" that are 70% talking heads, cut with blink and you miss it shots of only the majors areas. Surely it would be cheaper and less effort to just make a trailer about the actual location in depth without all the pretend interviews. IOI did the same thing with Hitman 3 and really undersold the locations doing so. Even still though, the game looks good so far.
  2. Theres a certain argument to be made that without the original team there, its going to be a very hollowed out game. Dead Space is one of those series that really only worked as well as it did because of a few people with a vision and a passionate team. Case and point being Dead Space 3 is the least liked of the series and it had a large amount of meddling behind the scenes by higher ups. The people with the vision kept getting road blocked so the share holders could be happy. So now a lot of people think its going to be a worse Dead Space 3. But at the same time, EA has learned a lot in the last 8 years, so its not necessarily doomed. Another point to bring up is according to the rumor mill, Visceral saw the writing on the wall and did everything they could to kill the franchise with the final DLC for Dead Space 3. After that the studio got put on death row, working on battlefield until they were inevitably shut down in 2017. They knew they were on the chopping block and didnt want EA to continue the franchise without them. So a remake, no matter how good it is, can be argued that it goes against the original dev teams intentions. Even still, its a bit too early to tell where the game is going.
  3. There is an option to auto grab in the gameplay settings. I will say if your not interested in it by the time you unlock the other 2 planets your probably not going to be very interested in anything else. But if you do keep going the enemies and the planets themselves do become more varied and interesting to fight/explore and it can become a fun gameplay loop if you can get used to how it handles.
  4. Definitely a large improvement over the original. When you compare two versions it really shows how fast youve progressed over the past year. Everything that was lacking in the original has been addressed. Colors are more uniform and refined, props all match a single style and the whole map feels more cohesive. Even the map logo is a major show of improvement in your skill. Considering how far youve come in so little time, it will be interesting to see around a year from now just how much more your skills have grown. I think you definitely have a bright future with both mapping and environment art.
  5. Is there ever going to be farcry where someone other then the main villain has good voice acting?
  6. Its better on mobile now, but im seeing a lot less on desktop. Like its zoomed in. This is what I see when I open mapcore Trying to zoom out just dynamically spaces things out instead of shrinking it. I dont have any screenshots of the old version, but I used to be able to see Game-Dev, Off-Topic, Prodeus and Source 2 without having to scroll down or zoom out. I dont really see why it has to be so zoomed in or why topics and posts are slightly more spaced out.
  7. Ive updated Sawmill today with some additions and fixes. Im still working on improving FPS but its hard for to test for improvements since my PC doesnt run any map very well, so if you experience any noticeable boosts in FPS please let me know. -Added overhead cables -Added Cobwebs -Changed gascan texture -Changed wood tarp texture -Fixed missing chain texture -Fixed missing faces on log holder -Fixed gascan console spam -Fixed bomb stuck spots (thanks KETAL) -Fixed Ivey hiding spot -Removed inverted sign from forklift -Optimization WORKSHOP
  8. [WORKSHOP LINK] Sawmill 1.0 is now avaible on the workshop, its been a long journey and now I have finally got something to show for it. I couldnt have gotten this far without mapcores playtest service which helped make the map grow stronger. I will continue to update the map after the contest is over with everything I didnt manage to get done before the deadline. Radar Overview Select Screenshots Description and credits
  9. The verticality is interesting, the random parkour jumps are not. So much of the map is designed around climbing up to the upper most levels and being exposed from all angles. The benefit is obviously that you can see most of the map. However this isnt really all that fun. You either die trying to climb and now youve wasted your life for that round, or you get up there and get assaulted by someone else who made it to the high levels much quicker. If you do get up there and dont die you then get free rain on anyone taking the main paths down below, who have to deal with all the angles they are exposed to down there, and now have to deal with some guy on one of the half dozen roosts taking pot shots at them. Its high risk, high reward but its not actually all that rewarding and being on the receiving end is frustrating. The map also feels stretched, like all the buildings are way to tall, I feel like a lot of the issues with fall damage could be resolved by compressing the buildings height. The map goes in out of being in proportion with players. Theres way to many areas that you can get onto, but have no way of getting off of without taking fall damage. The fastest way to get to upper a when your under it is to climb up the scaffold and jump onto the signpost, which takes health away. That is also assuming you dont get killed in midair or fail the jump and lose a massive amount of health. Planting on B is just bizarre, the bottom zone would seem to make more sense then the top, but somehow your more exposed planting on the bottom. This is mainly because all the plant cover protects against the main t paths, meaning you have to secure the area outside of b main in order to get a safe plant. Meanwhile outside of being on one of the roosts, theres virtually nothing a ct can do to stop a plant on the top zone. And once its there, the fastest way for cts to get up there is to climb the 2 giant ladders and make a jump which has a fair chance of failure. Not only a ladders poor for gameplay in general, but having 2 long ones with no cover for the occupant is just not fun. Theres a whole lot of useless stuff that doesnt really need to be in the map. The entire water area, the exit tunnel on the back of train yard, that pier looking place off to the side of docks. The most bizarre of them though is the crate with a plank ramp right in front of t spawn. The only purpose I can think of is that youre meant to do a run boost to get onto the catwalk, but thats not all that worth it or useful when the main entrance to the building that catwalk goes to is right next to the crate. I guess its meant for if someone is watching the main entrance so you can sneak up on them, but theyll hear you do the run boost and the landing sound. And lastly I really got to ask, what was your plan here? You came here and said you wanted to make a cs map by first making the layout in forge and some people dismissed it, some people thought it was neat. Then months later you come in guns blazing and start calling out everyone here for one reason or another because they arnt "innovating enough". Then you revealed to us that your making a cs map, having never played the game, having never seen anything substantial about it and having never worked it with the editor before but its somehow going to be the most competitive map ever. Every time someone with experience tried to give you feedback or constructive criticism you dismissed it because you know better? Whats the point in continuing to ignore everyone trying to extend an olive branch to you and help you improve? Why keep coming here if youre just going to keep sticking your head in the sand? Did you think you could just walk over everyone else and just crap out the best thing ever with no experience? You cant say you can compose better then any every other established composer just because you watched some videos on how music is written without ever having played an instrument and never going to a concert. And you cant act like your first map made in an editor you've never used before, in a game youve never played before is going to better then anything thats come before it. Other people have pointed this out, but this map could be turned into something interesting by just trimming a lot of the fat and moving the spawns and sites. Listen to them so your map can go somewhere thats actually unique and not just uniquely bad. I hope you take their advice and change the map for the better.
  10. How come its now just regular cp instead of the hybrid you had before? Also I wanted to know if the Dracula head was ever actually suppose to talk since it never did when I played offline.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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
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