KingOfCorn
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Some in-engine WIP stuff ahead of the rotation on the hub this friday. Picture of A-site and the pods by B-long.
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The level is slowly taking shape with the 60% goal still in mind. The design philosophy is to gradually improve the map in a holistic way instead of perfecting one area at the time. When we reach 60% we start aiming for 80% and so on. Another guideline we have is to have a strong shape language with a minimalistic direction. We try to find the balance between believable and competitive. Here are some more WIP pictures of the current state of some of the areas:
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We are pretty pleased with where the layout is at the moment and have been moving forward with some art concepts and the first art pass. The stuff shown are some in-engine WIP but helps us visualize the spaces better and see how everything interacts with eachother. Nicoreda has done a great job so far with the modelling, lighting and materials. The next goal right now is to reach minimum 60% art quality by october before we start refining the areas step by step adding more polish. Here are some sneak peeks so far!
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Thank you MrTrane18, great showcase! With only the last day remaining of the week on the FaceIT Hub we have been doing several changes since last friday when the batch started. The changes has mostly consisted of tweaks but one bigger change we have been testing out is the entrance to middle for the CTs. The week started with the entrance on the right (from the CT perspective) but ended up with it swapped for the left side. We will now gather feedback and analyze the data to get a clear indication of the last changes required before we lock the layout and start making it pretty. Here are some of the more substantial changes done during the week on the hub: Opened up the area around B-main slightly. Widened the chokepoint from middle to B-short and added a small cover. Changed the pathing to mid as a CT by moving the entry point. Reworked cubby slightly in middle in the spot where CTs initially had the entry point and pulled the structure in front of it in towards the main building. Also smaller changes to the short cut boxes next to the B-short catwalk. Please let us know what you think about the week on the hub and what we could consider for the last tweaks, especially interested in feedback about the CT entrance to middle and how it plays compared to the old one. You can reach out to us here, on the hubs or just send us a message on discord.
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After the last playtests on mapcore 4/6 and a more casual test with the Nicoreda community the 12/6 we decided to go with some changes which adressed the main issues stated in the last post. Changes focused on: Better gameplay around B by eliminating a couple of unfun angles in the site and adjusting the CT entrance together with changes to cover in the area outside door. More options for taking space on A-long for both CT's and T's. Additional space to work with for T's entering middle together with a new one way drop from T apps down to the T-side of middle. The map will be playable on the FaceIT Hub from friday 21/6 to friday 28/6. After that we will analyze the gameplay and make the final touches before entering the art stage.
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Made some changes prior to the mapcore playtest on tuesday 4/6. Rerouted some paths and remade A-site and most of the areas recieved some type of adjustment. Also adjusted lighting and changed the skybox with a new sun angle. Map played well during the playtest and we are now focusing on refining certain areas. The main issues that will be adressed for next test are: -Lack of cover and space for terrorists advancing through A long. -Unfavourable engagements for terrorists pushing through main chokepoint in middle. -Reducing amount of hs-angles on B together with slight adjustments to cover. One last playtest planned before starting the art pass.
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I'm collaborating with @nicoreda on the project which is a 5 vs 5 defusal map set in an arctic research station. Feel free to check the map out on the workshop which is a work in progress right now. The map will recieve further gameplay and layout changes during the playtesting phase in Stage 1. https://steamcommunity.com/sharedfiles/filedetails/?id=3237619935
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Expo is a competitive 2 vs 2 defusal map created for Wingman mode. The map is set in a convention center in the central parts of a major city in the U.S. There is a climate convention taking place due to the critical state of our planet and the ongoing climate change. A small group of environment antagonists from a global forest industry company will do whatever it takes to stop the convention from taking place. This includes setting the whole building on fire. Take a look and enjoy your stay, any feedback is welcome!
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You're right, there are two spots who dip a bit in fps but still remain in the "ok" span. Mainly this has to do with how I structured the map from the beginning (noob mistake) with such an open middle where plenty of stuff is drawn when standing in some parts of B staring at middle for example. Pretty much all of the textures are hr which also tanks a bit. The biggest gain I could probably get would be to start combining props but that would be a new area for me and would require a bunch of work. That's always the problem with having mostly stock props. Thanks again for your contribution ?
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A new update is out! -Overall polish -Improved lighting on foliage (thanks to Ringel) -Replaced ivy models
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Thanks a lot for spending the time it took to try this! Will experiment with the different settings to make it look even better.
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Just uploaded the first version of Golden since July. Been doing a complete overhaul of the map visually and also added some gameplay elements. Several new custom textures and some new models aswell. Here's a summary of the changes made: -Major visual rework -New 3d skybox -Added a drop in second mid -Added cover for safeplant on B -Raised the tree for cleaner gameplay and visibility around the courtyard. -Improvements to optimization -Boosted the lighting in the metro area -Several minor changes throughout -Bugfixes Have a look and please let me know what you think!
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I think the map would benefit from having a cleaner color theme with fewer colors used that works well together. I also agree with blackdog, the lighting could get improved. Other than that it looks like a solid map with good effort put into it.
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The new update is getting closer! It's great that so many seems to enjoy the map on the hub and I once again want to thank everyone for the feedback on the map which has helped me alot. It's been an amazing experience for me and a bit unexpected since It's my first project in mapping. The update will be out in the end of this week if everything goes as planned. I will make the change notes more specific when the update is online. The update will mainly include: ▪A new refined B-site with the intention of making it less chaotic and more intuitive. ▪Better performance which has taken the majority of the working hours. ▪Improved visibility and lighting. ▪Added and adjusted cover in some spots for cleaner utility usage and more strategical options. ▪Minor changes to detailing. I would also like to reach out to someone who would be willing to model the church tower since It's costly for the engine to render. If there is anything I can do in return just let me know.
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A new update is out yet again! The changes included are: -Improved detailing on church. -Refined detailing in certain spots. -Bugfixes. -Minor clipping fixes.
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Glad you like the changes! I agree with the performance part, I did put alot of effort into the optimization and it works out well in pretty much the whole map except for the spot you mention. The layout around middle doesn't make it easy to optimize, trying some different things to improve it even more.
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New update: -Golden now has a new panorama radar! -Improved clipping -Minor changes to detailing and flow Enjoy!
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A new update is out! Here are some of the changes: -Reworked B-site -New A-plattform -Tweaked connector between mid, B-site and church. -Some cosmetic changes made -Minor fixes and tweaks The most notable changes made are to the B-site. The angles are now cleaner and the site is more robust than before with a clear theme. Try it out and let me know what you think! NEW OVERVIEW OLD OVERVIEW New B-site New A-plattform Changes to middle
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I decided to remove them a couple of updates ago, they were a bit too autumn brown ? Thanks! A new update with a new B-site is coming out on the workshop today (hopefully). It has a clearer identity and feels more robust with cleaner angles, I think you will like it! I also made some slighter changes to mid and A. I will let you know again when it's up.
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I just released a new update for the map based on feedback from fellow mappers and the community. Here's a list of some of the changes: -Improved optimization -Better clipping -Slight changes to lighting in certain areas -Refined the nav-mesh and added callouts -New custom decals to better fit the theme -Additional detailing, mainly to the ground surfaces -Overall polish -Added better options for grenades between a-long and a, t-mid and middle and from porch (b-setup) to B -Made the stair in upper metro next to A go one floor higher. -The bombsites are now more robust -Replaced the front part of the truck on B due to bad hitboxes -Tweaked the skybox -Removed dead space in T-spawn. And more... Please have a look and tell me what you think! The map will be tested on mapcore tonight at 21.00. Let's see what it brings ?
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Ok, please tell me if you find a reason for it. Do you need to replace 2 files when you verify integrity of game files under local files in options for cs:go. And does it help to lower the texture quality under video settings in cs:go? I'm maybe starting to see a pattern. And thanks for the feedback zombi, will fix the B-truck issue.
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Someone told me that the map makes the game crash. Does anyone have the same thing happen? Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1716064469
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A new big update is now up on the workshop! I've reworked all of the lighting and made alot of gameplay changes to the map. The gameplay changes included a reworked T-spawn from scratch, a new metro area, a rework of the church, a new A-site and alot of other major stuff. I also added a new connector area from B setup to mid. Please have a look and I appreciate all the feedback I can get!
