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Kokopelli

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Kokopelli last won the day on October 3 2020

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    Kokopelli#3853
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    Kokop3ll1
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    Kokopelli
  • Twitter URL
    twitter.com/Kokop3ll1

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  • Real Name
    Randy C.
  • Employer
    Infinity Ward
  • Job
    Game Designer
  • Location
    Los Angeles

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    https://linktr.ee/kokop3ll1

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  1. Nice layout. I like that the CTs don't have the archetypical safe route--results in a design that has very efficient use of space and makes it unique. My main criticism is that the secret lab theme feels a bit strange and shoehorned in. I feel like you could have just made it all castle themed, but maybe that's just me. Overall, thumbs up.
  2. That was precisely my inspiration for the map! So cool you picked up on that. People keep thinking it's an oil rig (understandably), but it's actually an ocean decontamination facility. One of the objectives with the new art will be to better communicate this theme. The plant rate has been pretty decent, but I'd like to improve it even more . The fear of the long flank outside seems to encourage CTs to spread out and get early intel, which leads to pretty dynamic rounds with a lot of push and pull. CTs rarely play on the plant-zone proper (as intended), but the fear that they could be there seems to prevent Ts from just bull rushing every round. I think I've only ever played Rialto once, hah! That's interesting though. I'd have to investigate why that may be. From what I remember it's pretty open and has a good bit of height variation, so maybe it's harder for CTs to lock down vital routes/sightlines.
  3. Kokopelli

    County

    This map looks like straight fire. Absolutely brilliant work! It has SO much character and all the environments feel so fresh.
  4. New Horizons Offshore will be getting a makeover with fresh textures and models to further realize the theme and set it apart from other maps in CS:GO (ahemNUKEahem). I'll be running playtests in tandem and going through the layout with a fine tooth comb to make sure gameplay is as polished as can be. Here's a look at the current state of gameplay. Timings (Fastest timings from spawn shown above.) Design Intent One of the most common criticisms of the wingman mode is that planting the bomb doesn't matter enough. My attempt at a solution was to create a layout that encourages CTs to play outside the bombsite to maybe, just maybe, increase the rate at which bomb plants would occur and matter, without making it impossible for the CTs to defend. Sunken Bombsite To give CTs an incentive to push out of the bombsite, I came up with the idea of having a plant zone at a lower elevation than the surrounding area. (wingman_rig_v1) This was the first savefile for Offshore (formerly named Rig). As you can see, the bombsite was completely different back then. I ended up scrapping it because I didn't think there was enough mobility on-site with the big tank taking so much space. What I did like were some of the angles created by the verticality, so I iterated some more with that in mind. (wingman_rig_v2) I even tried a version with the concept in reverse: a raised plant zone, but the vertically issues were even more prevalent (although I don't think that was inherent to the idea of a raised plant zone, but rather this particular attempt.) (wingman_rig_v5) A few iterations later I was still struggling with the bombsite design, but I had developed a few other ideas I was liking. Catwalk System From the start I knew I wanted the map to have an interior section and an outdoor section based on a catwalk system. I loved the idea of having a main route high above sea level and giving players a grand view of the ocean. I intentionally designed the catwalk to be narrow to make timing and positioning really important when trying to advance. I wanted the gameplay to have an element of danger, just like the setting. (wingman_rig_v4) A Vent Like No Other While developing the catwalk section of the map, I came up with my favorite part of the map: the vent system. I needed a way for Ts to counter CTs advancing the catwalk. So I placed a vent opening across the gap below to give Ts a useful angle to hold. I liked that it also gave Ts a way to rotate to the interior section of the map. But what was even more intriguing was the fact that CTs could also jump to the vent to gain a strong flanking position against Ts playing the interior section of the map. This I knew I had to keep. (wingman_rig_v5) (wingman_rig_v13) By version 13 the vision for the bombsite was starting to come together and I had worked out most of the base structure of the map, but I was having trouble figuring out where CT spawn should be to make the timings work as I wanted. (wingman_rig_v20) I tried many different permutations of hallways on the CT side of the map to make the timings work. By version 20 I was close, but I still had some kinks to work. I wanted to break up the symmetry on the bombsite a bit more and also give CTs more mobility when playing on the upper portion of the site. (wingman_rig_v25) By version 25 I had fully arted the map and was satisfied with all the pathing and timings. (wingman_rig_v25) The addition of the upper double door entrance to the bombsite as well as the catwalks around the pillars helped give CTs some much needed mobility on the upper site. (wingman_rig_v25) Placing the CT spawn point here fixed all the timings. With a boostable stack of crates, a ladder and a stairs all within view, my hope is that players are tempted to move out of the site from the get-go. (wingman_rig_v25) This expanded upper area with the crates helped to break some of the symmetry while providing cover for players navigating this side of the upper site. (wingman_rig_v25) The window entrance into the site from mid allows a player to check each position on the upper portion of the site first. By the time they get to the door, they can begin to scan the lower section. They can also use the yellow crate to get a steeper angle into the site. And lastly, the addition of the truss detailing on the exterior allowed for the possibility of giving the Ts a jump puzzle to push into the control room. I love when art and gameplay meet in the middle.
  5. Kokopelli

    [CS:GO] aim_temple

    Nice! Congrats on finishing your first project. I checked it out and it looks nice—has a very pleasant mood. Gameplay looks perfectly fine too. I honestly wouldn't change much at all. Like some of the textures are low res / stretched out but it's disguised fairly well and pretty unnoticeable while playing. The stone walls could use some broken bits around the edges to give it a more natural look, but I don't know if you even want that for an aim map. I kinda like the 1.6 crispness of the angles :D.
  6. The crawl space under the bus is really cool. Love the whole vibe of the map. It has a lot of character. Nice job!
  7. Kokopelli

    [CS:GO] Cusco

    UPDATE PREVIEW BALANCING CT SIDE After last week's playtest I've been working hard on refining the A site and the pathing around it. CTs were feeling overwhelmed and so the focus has been on improving defense for the CTs. What seemed to be causing the most issues for CTs was the A mid/mid connector area. For Ts, although the angles could be cleared one by one, it proved to be too impractical. But for the CTs it was even worse because they could be so easily overrun by T rushes and were punished for extending. So I closed off the entrance to connector from A mid. UPDATED RADAR: With this change, each team can now fully control a mid connector before any engagements. When CTs take control of A mid, they are rewarded with another connector to B mid for flanks/rotations. When Ts take control of A mid, they gain another entry point to A site. The same is true for B mid and B site respectively. Think this will greatly improve the dual-mid dynamic. SIGHTLINE NERF Another small but significant change was eliminating this long sightline from top of A mid to A site, which was cutting the site in half and making it real hard for CTs to rotate into the site safely. This new big piece of cover serves to block that sightline while also helping Ts find cover on the approach into the site—plus CTs can also boost up onto it to gain some interesting vantage points. BETTER DEFENSE Another focus with this update was improving CT defense on A site. I altered some of the geometry and placed two vendors stands to give both defending and attacking players better cover to work with. This helped eliminate even more long sightlines across the site. IMPROVED A SITE COVER The new vendor cart leaning against the truck creates safer plant positions for Ts. REWORKED A MAIN I rerouted the path from warehouse to A site to make it less overwhelming for CTs. Ts must now push out farther before getting visibility of the site. They are then rewarded with this cubby for pushing out. OVERHEAD VIEW
  8. Kokopelli

    [CS:GO] Cusco

    Thanks all for your input. Made some gameplay improvements to the map based on reviewing demos and playtester feedback. Feeling good about these changes. I think they address the core issues and improve the logic of the map. Let's see how the next playtest goes this week. CHANGE NOTES [A SITE] Moved plant zone to truck Reworked truck shape to eliminate headshot angles when a player is on top Moved boostable propane cannisters to side of truck to eliminate headshot angle Widened A main and added boostable crates near warehouse entrance [WAREHOUSE] Forklift now boostable [MID CONNECTOR] Redesigned connector to reduce the number of sightlines visible at once when pushing to/from A-mid Rerouted to B-mid for smoother rotations [B-MID] Slightly reworked elevation to create a defined pit area Added some cover Added a trim on T stairs [B SITE] Redesigned cover on bombsite Closed off part of crypt Reworked main entrance from CT spawn Widened balcony and added some cover Balcony now fully wallbangable [T-SPAWN] Widened area in front of cathedral entrance Moved some T spawns back
  9. Just ran around this and I have to say this is very well done. The visuals are superb and I love the serene mood the lighting produces. I also like how there is just enough detail to make the environment look nice, but not cluttered. And despite having such moody lighting, visibility is great. There really is a lot of good craftsmanship on display here. In regard to the layout, it's quite unique and has good logic. The only thing that seemed a bit iffy is the area with all the stairs—seems like there are some angles were you can spot someone's feet first and that could potentially be frustrating. Lastly, I think you nailed the perfect size for a wingman map. I haven't played it with real players, but dare I say this may be the gold standard of wingman maps by virtually every metric (although I think FPS could be improved in some areas). Brilliant job!
  10. Just released the official trailer for Offshore. Check it out!
  11. Kokopelli

    [CS:GO] Offshore

    Offshore is my entry to the 2020 Source Engine Wingman Mapping Contest. This map takes place on an offshore decontamination facility. Play It Now I began this project with the idea of creating a map that would support multiple games modes in which each game mode would be played on a different floor/area of the map. Eventually I scrapped that layout and decided to take the theme and build out a wingman map instead. Since a few months had already gone by since the contest was announced, my goal for this project was to leverage existing assets to create a fresh experience in an environment that hasn't been explored much. I'll get into some of the gameplay details in my next post. For now, enjoy some screenshots:
  12. If a map isn't intuitive, it's bad design. If by the end of a match players still haven't figured out where the encounters points are, it's bad design. If players need to watch a video to understand how to properly play it, it's bad design. Mark Rosewater, the lead designer of MTG coined a game design philosophy that I think applies to all types of competitive games: lenticular design. It's the idea of creating something that on the surface is seemingly simple but as players understand it more they become more complex. This approach produces designs that have depth while also creating an intuitive learning curve. In contrast your map is just outright complex and doesn't have the elegance or simplicity that you see in active duty maps. I don't think you're placing enough value on making design decisions that guide the player and set them on a path to discovering depth. The biggest issue to me is that you're giving players way too much freedom, to the point where the checks and balances of the game begin to fade away. The incredible amount of freedom players have is also what makes it so unintuitive. Players need constraints. The art is in giving them constraints that still allow for a lot of expression. I think it's also terribly misguided to chalk it all up to a lack of patience on the mapping community's part. If you think we're impatient, wait until you hear what players say. A lot of players will make their verdict within the first few rounds of playing a map for the first time. If they're dying to AWPs on rooftops halfway across the map, that's GG. It honestly doesn't feel great to see everyone pile on you like this. Seems like you put a lot of thought into your level designs, and you've probably done some good work for Halo, but you've come here with a whole lot of bravado for someone who has barely played any counter-strike. It would behoove you to play the game more if you aspire to make something that works.
  13. You really hit the nail on the head, @csWaldo . My initial impressions of the map are that it's extremely open and has too much height variance for players to manage. It all looks way too unpredictable. I imagine players will die to AWPs in really frustrating ways because they will be exposed from so many directions and at varying distances, many of which appear to be really long. The window that goes out onto the rooftop in particular seems dangerous as it exposes the player to so many angles around the entire map. Overall, there are too many angles—you're giving players a lot of freedom and choice but it's overwhelming. If you're claiming that it's possible to clear all of these angles one by one, then I have to say there are way too many angles to clear. If you compare the average number of angles to clear on any given part of your map to what you see on existing active duty maps, this is orders of magnitude higher. I also think there is too much height gradation with all the slopes. It's okay to have some but it needs to be more controlled than this or else you're introducing too many potential headshot angles. All the rooftops enable players to position themselves for headshot angles as well and it's especially problematic given how much freedom they have to move about the rooftops. Lastly, the map's design seems to give players an incredible amount of mobility. Call it breaking the mold, but to me it just breaks the CS experience.
  14. Kokopelli

    County

    Looking spicy my dude. I like the unique take on the underground areas—offers something different from the other DZ maps and folds into the theme nicely rather than being an afterthought.
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