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About Zimuus
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https://twitter.com/Zimuus
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Job
Viewmodel Animator
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Location
Canada
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Zimuus reacted to a post in a topic: [CS:GO] Second World
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Plantello reacted to a post in a topic: [CS:GO] Second World
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Something that jumps out to me immediately is it seems like no matter where you are there are dozens of angles you have to watch out for which can make the gameplay feel very overwhelming. In addition, there seem to be multiple paths scattered everywhere (a few involving parkour elements) which could also feel overwhelming. If you compare it to Valve maps, they have very simple layouts overall but feel like they have more depth due to visuals. This may just be my personal taste but bombsite A feels very difficult to retake as there are a lot of long and parkour involved sight-lines that c
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Zimuus reacted to a post in a topic: ASSAULT ON WAREHOUSE 72: A tribute to the iconic cs_assault [Dying Light WIP]
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will2k reacted to a post in a topic: ASSAULT ON WAREHOUSE 72: A tribute to the iconic cs_assault [Dying Light WIP]
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Looks great and like it was a lot of fun to do, excited to see more!
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Zimuus reacted to a post in a topic: ASSAULT ON WAREHOUSE 72: A tribute to the iconic cs_assault [Dying Light WIP]
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Zimuus reacted to a post in a topic: [CSGO] de_sand
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Zimuus reacted to a post in a topic: [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps
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Zimuus reacted to a post in a topic: [Dying Light] A NEW HOPE
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will2k reacted to a post in a topic: [Dying Light] A NEW HOPE
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I'll definitely have to give this a try! Grats on completing it
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Zimuus reacted to a post in a topic: [Dying Light] A NEW HOPE
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Zimuus reacted to a post in a topic: [WIP] De_kamou
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I really like the tower addition, map is coming together nicely.
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Fair enough
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Haven't had the chance to look in-game but from looking at what's shown here I have 2 worries: 1. Mid control seems really strong for CT's, it might worth looking into a longer but safer route to A (left) from T Spawn 2. The sky being so open could lead to very easy yet powerful flashes/smokes that are hard to play around
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I think they want custom props, not CSGO Valve props. I think FMPONE gave out the new Cache stuff somewhere.
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Cool trailer but only really shows about 30 seconds of the actual campaign, hopefully we can see some more of the actual campaign soon
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Map looks really big, do you plan on making incentives for players to move around? I worry they might find a spot and sit in it when, which is normal, but when you're working on such a large scale you'd hate to waste all that space.
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TelaF reacted to a post in a topic: [CS:GO] wm_creek
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RA7 reacted to a post in a topic: [CS:GO] wm_creek
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Mr.Yeah! reacted to a post in a topic: [CS:GO] wm_creek
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MikeGon reacted to a post in a topic: [CS:GO] wm_creek
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Zimuus started following [CS:GO] wm_creek
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Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1917973316 I've messed around in Hammer a lot but not really gotten around to publishing much of anything, so my main goal was to finally get something out there I was satisfied with. Feedback is appreciated but it will probably go into whatever I make next. Also the new character model skins Valve added made my concerns for player visibility infinitely worse so.. ¯\_(ツ)_/¯ Some feedback I received already was to alter grass colour so it blends better as well as the nuke
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void_23 reacted to a post in a topic: New to level design and would love some advice
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New to level design and would love some advice
Zimuus replied to Falconeyi's topic in Students and Beginners
CSGO is the easiest as it doesn't require any scripting, except for placing a few brushes and changing their properties to be bomb sites (which is super simple!). L4D2 requires more scripting (although its fairly basic in-engine stuff for the most part), so I'd recommend starting with CSGO. Here is an amazing tutorial series by TopHATTwaffle which covers all the steps to making and uploading a complete CSGO map. After each video I'd recommend just messing around with what was taught in that video and you'll learn it pretty fast! -
Honestly the layout doesn't seem that bad its just very dull looking so far. Add more colours, different props, and maybe different ground in some places.
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New to level design and would love some advice
Zimuus replied to Falconeyi's topic in Students and Beginners
While there is a lot of CSGO here, there are professionals from all ranges that are also active here, especially on the discord channel (which I'd recommend joining for quick feedback and inspiration from others). As a level designer you don't really make models that often, although it depends on what kind of level design parts you want to do (blocking or detailing for example). Usually the roles get split up, but the joy about doing it all yourself now is you will have a better understanding of how to make effective design choices that merge well between the stages. The only issue I -
I haven't played the game yet but from the screenshots I have to say the art direction looks all over the place. For example: Modern military outfits & multi-barrel shotguns -> fighting on wooden boats against pirates. Colourful main menu -> darker tones in-game. I suggest maybe trying to look back at the art and see if you can find a balance. The game itself seems pretty interesting though, reminds me of flash games I used to play at school with friends when I was supposed to be doing work! Also you're pretty early into the development but it would be cool to eventually se
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The main issue I have just by looking at the pictures is it doesn't remind me of anything I've ever seen in real life. The layouts don't seem to really make sense and you have some weird texture choices. I highly recommend looking at references when making your environments so that you can better capture a living, breathing atmosphere.