-
Posts
147 -
Joined
-
Last visited
-
Days Won
5
Reputation Activity
-
-
dmu reacted to BubkeZ in [CSGO] Engage
YEAH! ??
The old 1.6 layout can be seen in this video and 10 years later RZL and catfood helped me to make it even better.
-
dmu reacted to catfood in [CSGO] Engage
Hello all!
This post is a little late on Mapcore because I have been moving and working on other projects also but I still wanted to share the release of Engage with the Mapcorians for who missed the release on the workshop.
Two years ago BubkeZ and RZL came to me and asked if I wanted to work with them on a layout BubkeZ created in 2010 for CS 1.6 called de_engage and obviously I said yes.
The three of us then started to look at this old layout and discussed what needed to change to make it viable for CS:GO and improve on the original design.
RZL then made the first blockout with all the changes we discussed and handed the greybox level to me and I took it from there.
The result:
ENGAGE WORKSHOP PAGE
-
-
dmu reacted to Lizard in County
Bunch of new screenshots.
Quarry and motel. You can clearly see that our motel is similar to cs_motel by Soctom. That is correct. I asked him if we can base ours on his original visuals so that we can maybe bring some of the nostalgia for older players. Tried to find the right balance between original and fresh visuals to still bring something new to the place and also to fit dz map playstyle. Hope you guys like it.
-
-
dmu got a reaction from dux in Half-Life Alyx
It seems like all HLA models had a lightly cartoonish appearance. I would guess its because more realistic models looked uncanny. I think Valve found a good spot where the player can connect with the characters as real people but also not feel uncomfortable around them.
-
dmu got a reaction from -HP- in Half-Life Alyx
It seems like all HLA models had a lightly cartoonish appearance. I would guess its because more realistic models looked uncanny. I think Valve found a good spot where the player can connect with the characters as real people but also not feel uncomfortable around them.
-
dmu reacted to Lizard in Half-Life Alyx
Yes, I find Larry to be a bit cartoonish especially his animations and expressions.
-
dmu got a reaction from Lizard in Half-Life Alyx
It seems like all HLA models had a lightly cartoonish appearance. I would guess its because more realistic models looked uncanny. I think Valve found a good spot where the player can connect with the characters as real people but also not feel uncomfortable around them.
-
dmu reacted to Freaky_Banana in de_oakwood
The post has only the best pics, find the rest on imgur: https://imgur.com/gallery/CQKlVkK
Ok people, I haven't finished A side, outsides or middle yet, but I'll be unable to work on this for the next two weeks and wanted to deliver some on my promise before then. So here is a look at the map's new and (hopefully) improved B side. As always, everything is fast compile and temp textures, because full compiles LITERALLY KILL MY LAPTOP in this heat.
- B Site -
- B Caves -
(this hallway is not part of the playable area).
- Skywalk -
Credit for the glass textures to Skybex and Yanzl from cs_cruise and Puddy and Yanzl from de_breach! Thank you for being able to use these now, long-term plan is 100% custom content.
These shots are only meant to summarize the general style of the B area, you can find more detail and some descriptions I whipped up for the rest of the pics on imgur! https://imgur.com/gallery/CQKlVkK
Cheers, see you all soon
-
dmu got a reaction from Freaky_Banana in Swamp
@Freaky_Banana there's a screen to the left with the mapcore swamp page c;
-
dmu reacted to Freaky_Banana in Swamp
I can't read the caption, but I will be damned if I let Hammer-ception go unliked!
-
-
-
dmu got a reaction from celery in WIP in WIP, post your level screenshots!
@TheOnionChef its most likely the orangish rocks and scientific facility in cliffs. Very very half-life.
-
dmu reacted to celery in WIP in WIP, post your level screenshots!
de_coverup by celery, Sir Thomas, and 9yz
Unreleased as of now.
-
dmu reacted to Tisky in Blizzcon 2019
Actually met the band during a meet and greet 2007, got all the autographs. Tho it aint a band i listen to today its pretty cool to have experienced it!
When will we hear more about Overwatch 2? Need more fap material.
-
dmu got a reaction from tr0nic in CSGO Community commentary from an outsider perspective
Most important thing to mention is that in the average round you will have four terrorists doing all this checking against one or two ct players. This gives the terrorist team a great advantage in firefights because they can easily trade if any player goes down. Additionally, you can have different players checking different spots on the site, meaning that all of these positions will be cleared in mere seconds.
Bomb site takes (and retakes) are ALWAYS the moments your players will value the most. In a single moment, the fate of the round is decided as players exert themselves to push their team closer to victory. The push through a chokepoint onto a site is the most important design of any good counter strike map. Most other things on the level must than be built to add more importance to the choke point. What areas of the map do teams need to control to stop or mount a push? What space do we give players to set up before going in (on either side)? How do players get to the chokepoint in the first place?
A counterstrike level is about exploring and exploiting the level to gain a firm grip on your chokepoints, and then blasting through them to secure victory against the other team. It's important to remember that the defending team should also gain something once they push through a chokepoint. Usually this is flanking options and rotation paths against the enemy team, but this could also be intel on where the enemy team isn't.
A good chokepoint is also usually not just a single doorframe or hallway. My two favorite examples are A long and catwalk on Dust 2. As the defending team is pushed back, they get multiple safe areas (corners) that they can duck into in order to try and stop a push. The enemy team also gains cover positions that allow them to hold their newly gained ground and push defenders away from the next safe area.
TLDR
In summary, when creating a chokepoint you shouldn't focus on making it work in a 5v5 scenario with no utility, because no one will ever be playing your map that way. Make developed paths with planned cover positions along them. Make interesting set up areas that allow teams to take a breath before getting into a fight. Create positions that are exposed and hard to get to, but can allow a team to swing the round if they take the risk of taking that ground. Perfecting these areas is what will make your map interesting to players, because these areas are what create those amazing clutch moments that players will remember.
-
dmu got a reaction from Soldat Du Christ in CSGO Community commentary from an outsider perspective
Most important thing to mention is that in the average round you will have four terrorists doing all this checking against one or two ct players. This gives the terrorist team a great advantage in firefights because they can easily trade if any player goes down. Additionally, you can have different players checking different spots on the site, meaning that all of these positions will be cleared in mere seconds.
Bomb site takes (and retakes) are ALWAYS the moments your players will value the most. In a single moment, the fate of the round is decided as players exert themselves to push their team closer to victory. The push through a chokepoint onto a site is the most important design of any good counter strike map. Most other things on the level must than be built to add more importance to the choke point. What areas of the map do teams need to control to stop or mount a push? What space do we give players to set up before going in (on either side)? How do players get to the chokepoint in the first place?
A counterstrike level is about exploring and exploiting the level to gain a firm grip on your chokepoints, and then blasting through them to secure victory against the other team. It's important to remember that the defending team should also gain something once they push through a chokepoint. Usually this is flanking options and rotation paths against the enemy team, but this could also be intel on where the enemy team isn't.
A good chokepoint is also usually not just a single doorframe or hallway. My two favorite examples are A long and catwalk on Dust 2. As the defending team is pushed back, they get multiple safe areas (corners) that they can duck into in order to try and stop a push. The enemy team also gains cover positions that allow them to hold their newly gained ground and push defenders away from the next safe area.
TLDR
In summary, when creating a chokepoint you shouldn't focus on making it work in a 5v5 scenario with no utility, because no one will ever be playing your map that way. Make developed paths with planned cover positions along them. Make interesting set up areas that allow teams to take a breath before getting into a fight. Create positions that are exposed and hard to get to, but can allow a team to swing the round if they take the risk of taking that ground. Perfecting these areas is what will make your map interesting to players, because these areas are what create those amazing clutch moments that players will remember.
-
-
dmu got a reaction from Coachi in [CS:GO] Exotic Places Contest TOP 4 WINNERS
One user, @Tynnyri, was banned for flooding a lot of map threads with criticism aimed at proving how much better his map was than any others. If a map had good visuals he would call the layout unoriginal, if it had an original layout he would say the visuals were poorly made and not deserving of praise. He never gave positive or even neutral feedback, and when someone pointed out his criticism was wrong or gave him feedback he would reply dismissing that person. For two months it was hard to post because you knew your thread would be flooded with pointless argument. I think a lot of people saw him as a troll, since his replies would come in within minutes. He clearly was just sitting on the site waiting to argue rather than interpreting any of the criticism that was made against OR by him. I think people debating on the forum is great, but @Tynnyri just made a lot of people be toxic towards each other.
On the map feedback side: I think that the core mapcore judges should be required to release their feedback publicly rather than to personal request. I understand that guest judges have other occupations, but the main judges are part of the community and should be invested in helping it grow. The 2018 csmapmakers wingman contest did this for every map, and helped me develop my knowledge as a mapper a lot.
-
dmu got a reaction from blackdog in CSGO Community commentary from an outsider perspective
Most important thing to mention is that in the average round you will have four terrorists doing all this checking against one or two ct players. This gives the terrorist team a great advantage in firefights because they can easily trade if any player goes down. Additionally, you can have different players checking different spots on the site, meaning that all of these positions will be cleared in mere seconds.
Bomb site takes (and retakes) are ALWAYS the moments your players will value the most. In a single moment, the fate of the round is decided as players exert themselves to push their team closer to victory. The push through a chokepoint onto a site is the most important design of any good counter strike map. Most other things on the level must than be built to add more importance to the choke point. What areas of the map do teams need to control to stop or mount a push? What space do we give players to set up before going in (on either side)? How do players get to the chokepoint in the first place?
A counterstrike level is about exploring and exploiting the level to gain a firm grip on your chokepoints, and then blasting through them to secure victory against the other team. It's important to remember that the defending team should also gain something once they push through a chokepoint. Usually this is flanking options and rotation paths against the enemy team, but this could also be intel on where the enemy team isn't.
A good chokepoint is also usually not just a single doorframe or hallway. My two favorite examples are A long and catwalk on Dust 2. As the defending team is pushed back, they get multiple safe areas (corners) that they can duck into in order to try and stop a push. The enemy team also gains cover positions that allow them to hold their newly gained ground and push defenders away from the next safe area.
TLDR
In summary, when creating a chokepoint you shouldn't focus on making it work in a 5v5 scenario with no utility, because no one will ever be playing your map that way. Make developed paths with planned cover positions along them. Make interesting set up areas that allow teams to take a breath before getting into a fight. Create positions that are exposed and hard to get to, but can allow a team to swing the round if they take the risk of taking that ground. Perfecting these areas is what will make your map interesting to players, because these areas are what create those amazing clutch moments that players will remember.
-
dmu got a reaction from Freaky_Banana in CSGO Community commentary from an outsider perspective
Most important thing to mention is that in the average round you will have four terrorists doing all this checking against one or two ct players. This gives the terrorist team a great advantage in firefights because they can easily trade if any player goes down. Additionally, you can have different players checking different spots on the site, meaning that all of these positions will be cleared in mere seconds.
Bomb site takes (and retakes) are ALWAYS the moments your players will value the most. In a single moment, the fate of the round is decided as players exert themselves to push their team closer to victory. The push through a chokepoint onto a site is the most important design of any good counter strike map. Most other things on the level must than be built to add more importance to the choke point. What areas of the map do teams need to control to stop or mount a push? What space do we give players to set up before going in (on either side)? How do players get to the chokepoint in the first place?
A counterstrike level is about exploring and exploiting the level to gain a firm grip on your chokepoints, and then blasting through them to secure victory against the other team. It's important to remember that the defending team should also gain something once they push through a chokepoint. Usually this is flanking options and rotation paths against the enemy team, but this could also be intel on where the enemy team isn't.
A good chokepoint is also usually not just a single doorframe or hallway. My two favorite examples are A long and catwalk on Dust 2. As the defending team is pushed back, they get multiple safe areas (corners) that they can duck into in order to try and stop a push. The enemy team also gains cover positions that allow them to hold their newly gained ground and push defenders away from the next safe area.
TLDR
In summary, when creating a chokepoint you shouldn't focus on making it work in a 5v5 scenario with no utility, because no one will ever be playing your map that way. Make developed paths with planned cover positions along them. Make interesting set up areas that allow teams to take a breath before getting into a fight. Create positions that are exposed and hard to get to, but can allow a team to swing the round if they take the risk of taking that ground. Perfecting these areas is what will make your map interesting to players, because these areas are what create those amazing clutch moments that players will remember.
-
dmu got a reaction from blackdog in Watch Dogs Legion
I've lost my excitement for Legion. Watch Dogs 2 is my most played singleplayer game, and I feel like this one isn't going to live up to that experience. While they are introducing a lot of cool new features, I'm just not as sold on the world as the previous games. Watch Dogs (to me) was about fighting against a system that quietly suppresses society. There was something cool and scary about the idea that the enemy could destroy someones life not by killing them, but by simply clicking a few buttons in their system. Now the player is fighting against obvious bad guy who oppresses the people through physical force. Legion seems to be taking away what made the themeing of Watch Dogs so unique. While choosing your character is an original feature that expands npc profiling, it also means the player will have less freedom at any point in time. The player is no longer the swiss-army knife of gameplay we had in Watch Dogs 2. Instead, you have to choose your approach way ahead of the moment you actually engage your enemy, and if it fails you can't have a back up plan at the tip of your fingers.
