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synkope last won the day on April 18 2022
synkope had the most liked content!
About synkope
- Birthday 10/17/2001
Online IDs
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Steam
https://steamcommunity.com/id/synkope/
Profile Information
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Real Name
Andrew
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synkope reacted to a post in a topic:
Fachwerk [WIP]
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synkope reacted to a post in a topic:
Migration [Work in Progress]
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Migration [Work in Progress]
synkope replied to synkope's topic in Counter-Strike 2 Big Adventure Contest
Hi. The work is still in progress, of course, but here's what to show at the moment: Workshop Link Gameplay I would like to tell you what I am striving for, what I have already managed to do and what I will be working on in the near future. What I want to achieve from the map: Create a friendly and understandable scheme Make a geometry that will encourage experimentation and creativity Provide players with the opportunity to build flexible tactics What is already working now (well, in my opinion): The map looks intuitive, it is not difficult to navigate Almost the entire map is actively used during the game You can play with any kind of weapon Frequent afterplant situations What needs to be improved: Make mid more understandable; Improve the zones before reaching A site; Make it more attractive to rotate from A to B through mid; Improve covers at B site; Fix the view in the cave area; Fix too fast timing for terrorists in some places; And much more... I spent a lot of time developing the gameplay, experimenting and running a few tests. Here's what I've done so far and what path the map has taken: Here is the current radar layout. In fact, most of these radars are just experiments and stages of development. There are only 7 key radars here (but I don't remember which ones exactly, so...). Visual According to the idea, the map will visually represent a safari lodge, there will be recreation areas, viewing points On the park, residential and office premises, as well as a swimming pool and a small cave. The role of terrorists here is played by bad people who are trying to hide the traces of poaching. Yeah, now everything is in gray cubes (or rather colored Cubes). Screenshots from the game area. The Great Migration (WIP). -
Twinnie reacted to a post in a topic:
Migration [Work in Progress]
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Migration [Work in Progress]
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Migration [Work in Progress]
synkope replied to synkope's topic in Counter-Strike 2 Big Adventure Contest
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synkope started following Migration [Work in Progress]
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Hi! I think that in a sense, the memorability of a map depends on how big a thing you can add to the map, because everyone loves big things (of course, this is more a joke than the truth, but nevertheless, how many times have you seen the death star in Star Wars?). I really remember the maps Biome, Graveyard, Big Statue map, my Victoria map, so I also want to implement something Great in this project. Workshop Link Title: Migration (temporary?) Location: Africa, Tanzania, Serengeti Park Scenario: Bomb Defusal Initially, I just wanted to make some kind of complex in Savannah, but in the process of researching the theme, I found a very interesting sub-theme (even better than the main theme). Great Migration is a large-scale event, when huge herds of wildebeest and zebras travel in search of water and food, I think it's very interesting to see this in Counter-Strike. I hope that I will be able to implement this idea in a way that will be really impressive. There is a long search for technical solutions that will take a lot of time and require some creativity. I think it's a good challenge. Here is a collection of references on the basis of which the visual will be created:
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synkope reacted to a post in a topic:
Work in progress
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Horizon (Wingman) [WIP]
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Horizon (Wingman) [WIP]
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Horizon (Wingman) [WIP]
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Horizon (Wingman) [WIP]
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Material Dump (2021-2022)
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synkope reacted to a post in a topic:
Prime [Wingman]
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Horizon (Wingman) [WIP]
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Blagai (Wingman)
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Horizon (Wingman) [WIP]
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synkope reacted to a post in a topic:
Material Dump (2021-2022)
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Horizon (Wingman) [WIP]
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Horizon (Wingman) [WIP]
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Hello! I haven't posted any new maps here in a while, so it seems that the time has finally come Horizon is a new map I'm making with rastick (steam) He is the founder of the map and gameplay developer and I'm a visual and gameplay developer. The setting of the map is a museum complex in the mountains, and the main visual feature - a stunning panoramic view from the mountains. All of the screenshots you will see is the production version. The current playable version looks much simpler (like a graybox with textures in some places). Gameplay (WIP but it's almost done) We spent a huge amount of time and effort on the gameplay of the map and tested it many times. Well, the progress is visible, we thought about a lot of gameplay situations, both in general and in particular, made a lot of different places that put the player in interesting situations, and we have not found significant shortcomings in the map, BUT I'm still not satisfied with the map (maybe it's a phantom memory and pain for my previous "great" projects, but it's not certain). We're still working on gameplay, so if you ever play our map and have thoughts or want to report a bug, we'd love to hear your critique! Visual (WIP) Now the visual component is not so much ready as it is at the stage of prototyping and searching for ideas, and if everything is more or less solved with nature and surroundings now, the architecture is still in the active phase of thinking. Nevertheless, I think it all looks like at least a very interesting concept right now. I have a couple of models and textures ready, but I'm still looking for ideas, so I'm being cautious about making props. References and sources of inspiration The map was originally inspired by the tourist complex on Mt. Säntis (Switzerland). Also very much inspired by Mt. Wellington (New Zealand). Now it is a kind of symbiosis of these two places, the architecture from the first and the nature and views from the second. And also I liked the Lumen Mountain Museum which helped me finally choose the setting of the museum in the mountains. Workshop Link (CAUTION! gray textures) Hope it was interesting to see what we do, thanks to everyone who read this! Hopefully we'll share more details about development soon...
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synkope reacted to a post in a topic:
Darina (Wingman)
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Wow, thanks! I somehow missed it...
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I agree that the rocks look too flat. For some time I tried to make my own rock texture and 3D models for them to increase the implementation, but all this did not look beautiful enough to continue working in this direction (because I can not sculpt, and I am limited only to blender modifiers and height maps). This is one aspect that needs to be improved. And the water looks so boring due to the weak reflection effect. I also tried to set it up, but for the time being, in the workshop, for some reason, I did not see reflections from cubemaps (this effect is noticeable on screenshots of the map from the workshop, for example, there are no reflections on the glass of buildings). I hope I fix some problems a bit later in the next update, if I'm not too lazy
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synkope reacted to a post in a topic:
Darina (Wingman)
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Hello! Some time ago I made a Victoria map for a competition of exotic maps, and to be honest, it is far from ideal and I received some useful criticism. I was dissatisfied with my map and was sure that I could make it better. The original idea was to completely rethink the Victoria map, but during the development I realized that now I don’t have enough power to start doing something as big, but better. I decided to change the scenery of the map a bit and move it from Africa to Canada, and I decided to develop a map for Wingman mode. In the end, I did the job in about two months. And now you can see what I did. History (about the same as the Victoria map) Terrorists are trying to destroy containers with harmful chemicals in order to cause great harm to the environmental situation in the area of the waterfall and make these places less attractive for tourists, which will lead to a huge environmental and economic disaster. Map structure The map has three main approaches to the plant, this is through the park, the interior of the complex and scaffolding (the fun fact is that they were added at the very last moment). Comparison of Darina map with Victoria map Of course, you can call it self-repetition, but you need to take into account that at first I did a remake of Victoria, and only then I changed the operating time a little under the new map. BUT yes, in some places I really brazenly copied Victoria. Here I will show you a couple of interesting screenshots. Niagara Falls and map references The map was inspired by Niagara Falls and its surroundings, but this time I decided to call the map not the original name, but my own, which is of particular importance to me, since this is the name of a person who means a lot to me. Here are a couple of screenshots and photos of similar places. Map screenshots and mini-map Workshop Link Thanks for reading!
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Hello! Some time after the end of the competition, I wanted to do a remake of the Victoria map. For a while I really did this, but I realized that I was too tired of Victoria and decided to make a new map with a waterfall based on the experience (that's why the new map looks a bit like Victoria). I decided to make a map for Wingman mode. Victoria had big problems with the background and the waterfall, they looked very ugly and boring, so I really wanted to fix it and spent a lot more time on these things than before. It seems to me partly I did it, and in this regard, the map looks much better than Victoria (although it’s still not perfect). Separately, I would like to say a word about the waterfall. This time, I decided to use the $alphatest parameter for textures, which caused a bug when a model of a waterfall overlays over the effects of a bomb explosion. I did not find ways to fix this, but I tried to partially hide this defect with opaque railings in the bombside area. Well... not as terrible as it could be Here are a couple of screenshots of the map (it is called Darina): Workshop Link
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About the similarity of my card to the Biome map. I am only eighteen years old and I am not a designer or even an artist, my knowledge in color, composition and other areas is equal to zero (or almost zero). The fact that I became one of ten (eleven) finalists is real magic. I still do not understand how this happened, but I am very happy from this fact. This is one of the most beautiful events that has ever happened in my life! It’s hard for me to come up with a visual image for the map, which is why I have to partially copy it from photo references and from other maps (most of all from the Biome map and a little bit from the Inferno map). I myself am saddened by this fact, but otherwise I just won’t be able to make the map visually attractive. The new version of the map will be even more similar to Biome :| Since the approaches to the plant B (botanical garden) from CT and T were mostly invented by me, they turned out to be not very beautiful, because of this I decided to change them based on the Biome map. CT spawn is also slightly modified because it was terribly ugly. In my opinion, the new version of the map looks better, but this is not my merit, but the merit of jd40. Here are some screenshots from the hammer editor
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Thanks for the honest review! I agree that the center is a problem, I also agree that at certain points fps sags very much (I don’t know why), I know that the buildings are too similar (but I wanted to fix it by adding a unique background, like a bridge and a waterfall, I’m not sure that navigation is really difficult). I'm also unhappy with the waterfall it could be done better, much like Basalt did, I think I will decompile this map and see how the waterfall is made there BUT there is a big problem: if you use the $translucent parameter, then the waterfall lights up when the bomb explodes, it looks very bad, so I probably still have to use the $alphatest parameter I am not a professional in level design and art, so a lot of things look average. ?
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Yeah. I was inspired by the biome map
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I thought I solved the problem, but it turns out not. now func_buyzone on terrorists is not available on the map. I decided not to pull and open access to the map, now only deathmach is available there https://steamcommunity.com/sharedfiles/filedetails/?id=1984417232
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Due to a critical error, func_buyzone and func_bomb_target do not work on the map. I fixed it and am already compiling the map in its final form. here are some screenshots and radar:
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