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Soldat Du Christ

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Soldat Du Christ last won the day on January 1 2019

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About Soldat Du Christ

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  1. Transparency and pressure from the community for the judge to be objective and not come to conclusions based off of their fleeting emotions is what gives us the most accurate scores. BUT i understand not every judge wants to take it seriously and would rather coast through the contest. Oh well, it is what it is, not like they are getting paid
  2. That's also a good point, beggars can't be choosers right? I've seen War owls content and i think he is more credible than others when it comes to looking at maps objectively. Losing him would be a loss, i don't know about the other judges. I mainly brought this up after going through the thread and saw people being condemned for making the very reasonable request for feedback. And was someone actually banned for making arguments across the forum? Has he ever actually said anything rude to individuals on a personal level? Or was he just being a critic? I don't know how you guys do things here, but my experience here is that the culture is not balanced. There is a healthy amount of positivity and support for others, which is good. But you also need to welcome and even encourage a healthy amount of debate, else the community and therefore their content become stagnant and never grow
  3. I was a judge in a map contest for Forgehub.com along with three others, not nearly as high a prize pool mapcore has but the barrier to entree was also alot lower due to the tool being installed with the game (halo 5) so that made up for it. Anyways, we made all of our scores across all categories public, as well as a short summery of our thoughts on each. All the judges agreed to be transparent before hand and on top of that, if anybody wanted to know more they could ask any one of us and we would walk and talk with them on their map. Why is this valuable? 2 main reasons, accountability and growth. Being a "judge" implies that you have some merit in the eyes of your peers to look at another map and determine it's quality. Scores are NOT arbitrary but instead are reflections of an individuals thoughts and conclusions. Conclusions which could very well be fallacious, and could be objectively identified as such if they are held accountable for those scores by giving reasons. The words that come out of your mouth are similar to mathematical statements, they can be tested. However because we are all flawed humans and because we are not all on equal footing when it comes to education on critical thinking or the laws of logic, yes you will get different scores and conclutions, but some will most definitely be more justified than others. I rated this map x/x because i feels too hard to contest x bomb site or x lane Vs I rated this map x/x because the enemy team has too many corners to hide in as I round this corner which forces me to make too broad an assumption which leaves me at WORST immobilized by the risk that comes with going through or at BEST getting lucky by guessing the correct corner. Leaving encounters up to luck undermines the competitive nature of the game and is therefore inferior ...one of those is very obviously better feedback, and i'd even say it's an objective truth that encounters should not come down to luck. Thats why people love CS gunplay to begin with, the consistency and control. By making judges and their reasons transparent, even if the results are shown after the contest, you will be able to weed out the weak ones and keep them from attaining authoritative positions in the future. And just the fact that they know they will have to be transparent will put pressure on them to make sure they aren't careless on any one map they may be unenthusiastic about from the start for whatever reason This brings me to my final point, good feedback leads to growth in the community. And i mean REAL growth. Finding areas where you can improve is invaluable information, and when it comes to a contest where judges are already playing your maps and JUDGING THEM, feedback should be mandatory
  4. Here is very in-depth look at the process behind FPS arena Level Design questions welcome! https://www.youtube.com/watch?v=5N0H8g064mg
  5. Here is a very in-depth look at the making of my map Last Bastion questions welcome! https://www.youtube.com/watch?v=5N0H8g064mg
  6. https://www.youtube.com/watch?v=ux7LklSBW4Y
  7. Thanks mate, yeah i watch all their videos, i might come back to it later just to have some closure, i trust that once you get past the learning curve it's not nearly as frustrating, lol
  8. Update: I abandoned the project, or at least put it on the back burner. This was because of a mix of the hammer editor being outdated and frustrating, my impatience, my unwillingness to learn new tools, my incompitance, etc. Its a fun change of pace designing for a different kind of fps, i feel like this would have been the best entree in the contest if i went through with it. Thank you for the support and or criticism everyone, good luck with the contest. If you want to see my other maps heres my yt channel: https://m.youtube.com/channel/UCYatg8Re7_v9jLaYB33hEgw
  9. Porting over is not that hard, I've remade maps originally made in Forge, in Unity 1:1. Forge is good for quickly laying out a concept like that
  10. nope, lol Do you guys know what a blockout is? This is a preliminary phase before building the map using the hammer editor, maybe you are confused
  11. Hello everyone, i made a rough block out of my upcoming Defuse map in Halos Forge and would like the communities feedback. I have only just now begun learning how CSGO plays at a high competitive level purely for the map contest, I've been spending the last few weeks catching up on the last 20 years of Counter strike and i feel like i'm ready to start making my map. 1 thing i have noticed in the CSGO design community is how desperately starved you guys are for original, and innovative maps. So i hope with my varied experience i can fulfill that void and take the #1 spot in this contest Top down view of my current blockout made in halo 5 Forge, Attackers spawn to the north, Defenders to the South. In the final map there will be a wall dividing the attackers from the bomb site just below their spawn, even though in the picture it looks like you can drop down On the picture below you can see as spiraling tower on the bottom, This position has overwatch over both bomb sites, an asset that both teams can attempt to take control of. The sand will absorb all fall damage so that players going down the ramp always have another option to push, it is a one way drop however, as they will then be led to a inclined ramp which leads up to the sniper tower. Everything is to scale, the yellow blocks represent player models placed at key line of sight engagements. the yellow block at the top of the building there can be reached by teamate boosting. The bridge has a layered bomb site, meaning you can arm above or below There are a lot more features that would be to hard to detail in the pictures alone, like more one way drops, nerdy lines of sight, wall bangs, and nade tricks of course. Looking forward to competing with you all
  12. Would sci-fi themes be deemed eligible? Hey everyone, I've never made a cs go map or even played cs go, but i love design contests and might be participating. I am a Forger and Unity probuilder hobbyist, so i have a lot of experience with level design and i think my smarts will translate over... Would there be anyone here that would be willing to coach me along the way, so far as using the hammer editor and importing stuff?
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