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Soldat Du Christ

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  1. Sad
    Soldat Du Christ got a reaction from slavikov4 in WIP in WIP, post your level screenshots!   
    wow guys really? no likes for my post? 
  2. Like
    Soldat Du Christ reacted to Jake Stegmeier in Jacob Stegmeier | Multiplayer Level Designer   
    https://jakestegmeier.wixsite.com/portfolio
    Hi, I'm a recent graduate from Arizona State University, in the process of applying for level designer jobs.
    My portfolio is entirely of mod work for the Halo Franchise, and much of my work has seen success in online matchmaking.
    Any feedback on format, content, organization, tech, etc.. is welcome. I'd like to make it as best as I can
     
    Also I'm open to opportunities  if anyone has any leads
  3. Like
    Soldat Du Christ reacted to DMU222 in WIP in WIP, post your level screenshots!   
    You can do it! Layout logic is probably the main reason I haven't finished a map in years, it's hard for me to get something that I'm happy with.
  4. Like
    Soldat Du Christ reacted to zombi in WIP in WIP, post your level screenshots!   
    I just wanted to share progress of this location. Still a lot of work, but I'm of good faith.
     


  5. Awesome
    Soldat Du Christ reacted to poLemin in WIP in WIP, post your level screenshots!   
    type "getpos" into console and save the result (which will be a setpos-command) in a text file. by executing the setpos command later, you will teleport to that position and view
  6. Like
    Soldat Du Christ reacted to Lizard in WIP in WIP, post your level screenshots!   
    They deal more damage and have bigger AOE.
  7. Like
    Soldat Du Christ reacted to Radu in WIP in WIP, post your level screenshots!   
    Maps are designed with that in mind, with some lanes or choke points having a width to allow them to be blocked off entirely by a smoke. Other areas however can be wider to prevent being completely smoked off or require at least two smokes. 
    When designing a map for cs it's important to keep in mind how certain utilities can affect the map control. Once you know how they work, you can start to design your areas with more intent and account for some situations.
  8. LOL
    Soldat Du Christ got a reaction from That50'sGuy in WIP in WIP, post your level screenshots!   
    wow guys really? no likes for my post? 
  9. Awesome
    Soldat Du Christ reacted to TheOnionChef in WIP in WIP, post your level screenshots!   
    Current version of de_calamari
    https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191
     
    Image directly below is a WIP version that's not full detailed yet.

     





  10. Like
    Soldat Du Christ reacted to Vaya in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    mapcore still runs playtests!  in terms of drive 5vs5 mapping is becoming more and more of a thankless task - with valve's changes to how often they accept community maps (probably because how little the community care...) and the increasing dev time to be top of the pile I can see why so many are moving on.
  11. Like
    Soldat Du Christ reacted to JorisCeoen in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    Truth be told, and with all respect to all the judges, but my opinion is that it's too late at this point. Some valuable feedback could have been given for each map specifically, and it could have boosted some mappers' inspiration to continue. But months after the final declaration of the winners seems futile now. Sure, it could be informative to some extent, but I'm certain that a lot of mappers have moved on to other projects or other stuff instead. They might not even notice if a reply is being made in their thread. Good suggestion, but too late 😐
  12. Like
    Soldat Du Christ got a reaction from El_Exodus in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    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 
  13. Like
    Soldat Du Christ reacted to Freaky_Banana in CSGO Community commentary from an outsider perspective   
    Alright. I think I see what the others here are commenting on. If you don't like CSGO, it's fair to question why you are making a map for it to begin with. It calls into question your motives, because it doesn't seem to make a lot of sense to sink countless hours of work into something you don't like. If I were you, I would ask myself, EXACTLY why you want to make this map.
    Further elaborating on this, it seems that you have a very clear idea of what you think will happen when you make a map for CSGO. For my part, I thought I knew this, too, when I came in, but there are many things that CSGO is quite specific about. For example, you can barely distinguish (if at all) on which level of a building a sound is being produced. So making 3D sound part of a map is unfortunately really hard, because the engine just doesn't support it propely. 
    As I said, if you want to make this map as a portfolio piece and a personal learning experience or skill diversification, go for it! I would just be very careful about my intents and expectations going into a big project like this. 
  14. LOL
    Soldat Du Christ got a reaction from JorisCeoen in WIP in WIP, post your level screenshots!   
    wow guys really? no likes for my post? 
  15. Like
    Soldat Du Christ reacted to blackdog in The Last of Us Part 2   
    @Soldat Du Christ even if not major use the spoiler tag/function, since we have it? Click on the eye in the formatting bar to generate the spoiler box 
  16. Sad
    Soldat Du Christ got a reaction from zombi in CSGO Community commentary from an outsider perspective   
    It's not a tutorial, but it will be an outsiders suggestions based off of my interpretation of the game and what I believe it could benefit from. Again, not what the CSGO scene NEEDS, but what my outside perspective could ADD on to the experience. For example, I believe creating more movement by rounded off some lanes and encounters could benefit the game, which is otherwise filled with holding and optimizing choke points. Also, one way exits to add more high stakes decision making. Finally, separating the player footprint from player lines of sight a bit more to reward players who think more 3 dimensionaly. Those are some examples of iterations i have my mind on right now.
    At best my outside perspective will help the community think out of the very small box i see level designers here being stuck in. But at the very least it will be an interesting and different look into the perspective of someone (me) who doesn't play, watch, or even like CSGO Esports. 
  17. Like
    Soldat Du Christ reacted to Freaky_Banana in CSGO Community commentary from an outsider perspective   
    Sounds like a solid plan to me. If I understand correctly, you are suggesting a video just like the ones you showcased, but for CSGO?
    Something like that I would be interested in, because it seems like you have a diverging viewpoint from the common consensus on what makes a CSGO map good. However, if, in fact, I misunderstand your post and you intend to make a comprehensive beginners' guide to CSGO map design, we already have a fair amount of those, and most of what you need to know as a CSGO map maker you learn by playing and watching the game. In this case I would consider it as a portfolio piece for yourself first and foremost. There might still things to be learned from a document like that, but my guess is Mapcore won't be the right crowd for it.
    Anyways, I hope you go ahead with this. I remember liking your initial map proposal and was actually fairly sad to see it get put on ice. 
  18. Like
    Soldat Du Christ got a reaction from Freaky_Banana in CSGO Community commentary from an outsider perspective   
    So i decided i'm going to commit to making a CSGO map, after years of developing Halo maps since the beginning of H3. I started a Thread announcing this map near the beginning of the recent Map contest,
    and got some encouragement to finish it, intrigue of the layout, and confusion over my method. Ultimately i gave up because my first run with the hammer editor was infuriating and i just wasn't ready to buckle down and trudge through the initial learning curve. I think i'm ready to see this through to the end, and i wanted to make this post to gauge the interest of the community on some things before moving forward...
     
    In an effort to help the broader Level Design community grow and for my own portfolio, i've been documenting the step by step process of my map development. Here a few examples if this i've already shared here in the forums.
    My first question is would you guys be interesting in seeing my step by step documentary of my CSGO map development process? This would include My interpretation of CSGO as an Esport, and how the high end play styles interact with level design, and how my interpretation will inspire the layout. Then I would elaborate on all the decisions that go into making each lane and interaction around the map according to my goals and interpretations. And then finally my commentary of the Esport and mapping community as a whole.
     
    Those would be the fundamental goals of the design doc, are there any other additions you would like me to add to the documentary? Any specific talking points you would want me to weigh in on? I'm looking for suggestion and feedback before i start working on this to get a better idea of what the community would be interested in seeing. Thank you for your time and reading  
    - Soldat
  19. Like
    Soldat Du Christ got a reaction from Donskioni in WIP in WIP, post your level screenshots!   
    Halo 5 Forge


     
    Remade in Unity


  20. LOL
    Soldat Du Christ reacted to Ringel in WIP in WIP, post your level screenshots!   
    What you made looks interesting. But it is unfamiliar to me. I only played one halo game long long ago. I can't remember much. And I also have no experience with the engine and tools. I rarely give likes and an awesomes very rarely in this thread. But I like your unity screenshots.   Hmm,.. now that I think of it, it is strange that I need a bit more than to like it to click on the like button.
     
  21. Like
    Soldat Du Christ got a reaction from poLemin in WIP in WIP, post your level screenshots!   
    wow guys really? no likes for my post? 
  22. Like
    Soldat Du Christ got a reaction from Radu in The Last of Us Part 2   
    No major spoilers ahead, but if you haven't played it and you want it to be a fresh experience just ignore this:
     
    My conclusion is that tlou2 by itself is revolutionary piece of story telling, subverting the 'in group vs out group' thinking process, while reinforcing some very valuable lessons and themes like revenge is a fools game and such. And simultaneously it is a BAD squeal. While their are certain parallels you can try to point out between the two games that make them vaguely similar as far as the overarching narrative structure, the actual journey throughout part 2 is not a cohesive and gradual continuation of the first game. Ellie and joel are completely different people, and while i think the reasons for this are explained well and make sense, it's immediately polarizing at the start of the game and the flash back sequences don't do that transition justice. They did not EARN the bold moves in part 2 YET. I think part two should have taken place during the unraveling of joel and ellies relationship, all the while foreshadowing the inevitable tragedy that would be abby and ellies revenge plot entanglement that should have a part 3
  23. Like
    Soldat Du Christ got a reaction from Kokopelli in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    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 
  24. Like
    Soldat Du Christ got a reaction from grapen in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    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 
  25. Like
    Soldat Du Christ reacted to Ringel in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    His map got tested last month and he wrote "Well the criticism was good, the problem wasn't the amount of paths itself but how little variation they allow.".
    He also gave good feedback to my map. Edit[ Now it is also his map, I am the developer and he gives feedback and makes playtests.] So he is clearly not incompetent. He is not perfect, but who is? Sometimes people are better in telling what to do than to do it themselves.
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