blackdog Posted December 9, 2018 Report Posted December 9, 2018 On 12/6/2018 at 11:41 PM, text_fish said: New plan: Massive CSGO Battle Royale map set in Venice, as part of a huge Mapcore collaboration. A shit load of us work on Venetian buildings for a month or so, and then slap them all together with a bunch of canals and bridges. Profit. Ah meant to say, as I was chatting with the others while playing: I believe there’s a lot of freedom in themes for this mode, and you don’t need islands. City/part of a city was a first, I was thinking how it would look a post-apocalyptic NYC theme, sort of copying The Division. But other ideas I had just during load times are a peninsula closed on 1-2 side by cliffs, you can have a desert map, a mountain top(!). If we could figure out a way to collab I’d be interested, as my problem with mapping until now has been creating overall layouts, but small areas I could create. ~ @FMPONE reading here the additional explanation I understand what you meant on Twitter, and I can kinda see what you mean, would be a bit like RTS maps, where everybody knows we’re resources are and rush which depending on play style. Could be interesting. I wonder if they could keep the 5v5 formula on an even smaller map? Would a competitive mode be two teams or a brawl of teams? You could basically have the early elimination aspect of current tournaments in a few rounds on like 3 maps of the official mode was teams of x2 or x3. ~ Not sure if you guys had figured this out, but watching a Warowl video last night I found out that the drones follow the tablet, you can order a delivery and drop the tablet to sneak around whilst someone follows your drone! He loses the 1v1 to someone using that strat text_fish 1 Quote
text_fish Posted December 9, 2018 Report Posted December 9, 2018 I was thinking about a city map as well, where every skyscraper would have an additional parachute on the roof for those who land there, whilst at ground level you have 2-3 storeys accessible in some buildings. The only problem I can think with that and the Venice idea is that if you sacrifice horizontal play area for vertical play area (which you would probably need to with only 16 players) it might cause bottle-necking at the beginning of the match when everyone has to be able to select a drop point. A desert theme might be cool, you could even throw a few classic dust elements in to areas of it, and have a large expanse of undulating dunes right in the middle so near the endgame players have to use natural elevation to their advantage. Quote
blackdog Posted December 9, 2018 Report Posted December 9, 2018 (edited) 1 hour ago, text_fish said: A desert theme might be cool, you could even throw a few classic dust elements in to areas of it, and have a large expanse of undulating dunes right in the middle so near the endgame players have to use natural elevation to their advantage. I’m imagining something a-la Spec-Ops The Line, and desert around just to justify not being able to go there, but guess anything can work. ~ @FMPONE had an after thought regarding the potential competitive mode with resources… instead of having it fixed according to the mapper’s design, an in-between solution could be showing on the map at load time where stuff is gonna spawn, so you keep the dynamic aspect of randomisation, but teams can decide what to do from the start. I feel in such a bigger environment there should be some sort of randomisation, so another solution could be allowing the mapper to set where resources are, but must design it in several configurations that get randomised at the beginning of the round. Think of the classic de_havana where certain paths would be open or closed, just resource spawns would change (and again, indicated on the map at load). Now use your Valve connections to give us exclusive access to the SDK so we can spin a studio off Mapcore just like early Gearbox did Edited December 9, 2018 by blackdog Quote
Mamorex Posted December 9, 2018 Report Posted December 9, 2018 (edited) Valve used "$reflect3dskybox" 1 instead of "$reflect2dskybox" 1 in island_water_01 material. It is not described by Valve, I discovered it accidentally, ehhh... Now the 3d skybox and env_sun can be reflected by water. island_water_01: Spoiler "Water" { "%compilewater" 1 "%tooltexture" "dev/water_normal" //forceexpensive Must be set to 1 for Portal 2 water reflections to work. $forceexpensive 1 "$abovewater" 1 "$surfaceprop" "water" "$bottommaterial" "dev/dev_waterbeneath2" // "$normalmap" "dev/water_normal" "$normalmap" "de_nuke/hr_nuke/pool_water_normals_001" //Go with the flow! $flowmap "hr_massive/island_water_flowmap" $flow_normaluvscale 800 $flow_worlduvscale 1 $flow_timeintervalinseconds 1 // Amount of time before the change happens $flow_uvscrolldistance .5 // Stretch of UV Distance before change over to second set of flow $flow_bumpstrength 4 $flow_timescale 1 $flow_noise_texture "liquids/water_noise" $flow_noise_scale .001 $flow_debug 0 // Reflection "$reflecttexture" "_rt_WaterReflection" "$reflecttint" "{ 200 200 200 }" "$reflectskyboxonly" 0 // "$reflectentities" 1 "$reflectonlymarkedentities" 1 // "$reflect2dskybox" 1 "$reflect3dskybox" 1 "$reflectamount" "0.9" // Refraction $refract 1 "$refracttexture" "_rt_WaterRefraction" "$refractamount" "0.8" "$refracttint" "{ 200 200 200 }" // Fog stuff. "$fogenable" 1 "$fogcolor" "{ 54 76 91 }" "$fogstart" -16 "$fogend" 32 $lightmapwaterfog 1 "GPU<2" { "$fallbackmaterial" "hr_massive/island_water_01_cheap" } } island_water_01_cheap: Spoiler "Water" { "%compilewater" 1 "%tooltexture" "dev/water_normal" //forceexpensive Must be set to 1 for Portal 2 water reflections to work. // $forceexpensive 1 "$abovewater" 1 "$surfaceprop" "water" "$bottommaterial" "dev/dev_waterbeneath2" "$normalmap" "de_nuke/hr_nuke/pool_water_normals_001" // Reflection "$reflecttexture" "tools/toolsblack" "$reflecttint" "{ 200 200 200 }" // "$reflectskyboxonly" 0 // "$reflectentities" 1 "$reflectonlymarkedentities" 1 // "$reflect2dskybox" 1 // "$reflect3dskybox" 1 "$reflectamount" "0.9" // Refraction $refract 1 "$refracttexture" "_rt_WaterRefraction" "$refractamount" "0.1" "$refracttint" "{ 200 200 200 }" // Fog stuff. "$fogenable" 1 "$fogcolor" "{ 54 76 91 }" "$fogstart" -10 "$fogend" 15 $lightmapwaterfog 1 } island_water_01_skybox: Spoiler "Water" { "%compilewater" 1 "%tooltexture" "dev/water_normal" //forceexpensive Must be set to 1 for Portal 2 water reflections to work. $forceexpensive 1 "$abovewater" 1 "$surfaceprop" "water" "$bottommaterial" "dev/dev_waterbeneath2" "$normalmap" "de_nuke/hr_nuke/pool_water_normals_001" // Reflection "$reflecttexture" "_rt_WaterReflection" "$reflecttint" "{ 200 200 200 }" "$reflectskyboxonly" 0 // "$reflectentities" 1 "$reflectonlymarkedentities" 1 "$reflect2dskybox" 1 // "$reflect3dskybox" 1 "$reflectamount" "0.9" // Refraction $refract 1 "$refracttexture" "_rt_WaterRefraction" "$refractamount" "0.8" "$refracttint" "{ 200 200 200 }" // Fog stuff. "$fogenable" 1 "$fogcolor" "{ 54 76 91 }" "$fogstart" -10 "$fogend" 15 $lightmapwaterfog 1 "GPU<2" { "$fallbackmaterial" "hr_massive/island_water_01_cheap" } } Reflections are broken when you don't make a 3d skybox (hollowed cube covered by toolskybox material with sky_camera entity inside). For maps without 3d skybox you must use "$reflect2dskybox" and env_sun will not be reflected. Edited December 10, 2018 by Mamorex Squad and Vaya 2 Quote
blackdog Posted December 9, 2018 Report Posted December 9, 2018 Oh Valve grapen, FMPONE and esspho 2 1 Quote
FMPONE Posted December 9, 2018 Report Posted December 9, 2018 3 hours ago, blackdog said: Oh Valve Finally, hype! Rip Quote
FMPONE Posted December 10, 2018 Report Posted December 10, 2018 18 hours ago, blackdog said: I’m imagining something a-la Spec-Ops The Line, and desert around just to justify not being able to go there, but guess anything can work. ~ @FMPONE had an after thought regarding the potential competitive mode with resources… instead of having it fixed according to the mapper’s design, an in-between solution could be showing on the map at load time where stuff is gonna spawn, so you keep the dynamic aspect of randomisation, but teams can decide what to do from the start. I feel in such a bigger environment there should be some sort of randomisation, so another solution could be allowing the mapper to set where resources are, but must design it in several configurations that get randomised at the beginning of the round. Think of the classic de_havana where certain paths would be open or closed, just resource spawns would change (and again, indicated on the map at load). Now use your Valve connections to give us exclusive access to the SDK so we can spin a studio off Mapcore just like early Gearbox did It took me a minute to figure out what you’re saying but I actually really like this idea in theory. You get a minute to plan your tactics but the negative aspects of RNG that I find really tedious are dealt with (not being able to plan anything). Even if you only get one minute to plan your attack, that’s at least skill based compared to being dropped totally blind. I also really like that the map would still have a ton of variety like it does now, if everything was static you would lose that variety over time. Your idea is far superior to mine in that respect. Currently, everything is totally random, which means you get a nice sense of looting/discovery from time to time, so maybe not everything needs to be shown before you spawn. So, a really good suggestion IMO. HOWEVER... there is a reason we have the version we have now. I’m guessing that if they ever showed players any kind of weaponry on the map, all the players would drop there, creating a really bad approximation of competitive CS. So, probably after testing they realized it had to be fully RNG in order to be fair, and fun. But if we know anything about fully RNG, it’s that this is the opposite of competitive. So even though I had a lot of fun brainstorming competitive Danger Zone on Twitter, I actually think this will remain a casual game mode into the future. My guess is that the devs are fine with that, because classic CS is competitive enough, and it doesn’t need a rival mode, and a good casual mode is something CS has needed for a long time. Part of me still wants to see it played competitively though... As for mapping for the game mode, don’t currently know if it’s possible. It would be cool though blackdog 1 Quote
El_Exodus Posted December 18, 2018 Report Posted December 18, 2018 (edited) @FMPONE I don't think this mode needs to be tweaked towards competitive gameplay. It's a surprisingly fun casual game mode in it's current state. Since competitive CS evolves around defuse maps anyway, it's good to have more relaxed, casual modes in the game as well. However, it'd be quite nice to see guaranteed amount of crates per hexagon on the map. The locations could still be random, but you would know that "there is somewhere a gun, boiii" and have to find it. Edited December 18, 2018 by El_Exodus Quote
blackdog Posted December 24, 2018 Report Posted December 24, 2018 Shout out to our fellow mapcoreans that have made some very complex maps that compare and even surpass(!) Blacksite on some metrics jd40 and Klems 2 Quote
blackdog Posted January 11, 2019 Report Posted January 11, 2019 If this doesn't get you pumped and ready to play… zomg some flicks are so fast they don't even register/they are not visible even in slow-mo Quote
dmu Posted January 25, 2019 Report Posted January 25, 2019 New Maps! Congratulations to the Developers of Abbey @Thewhaleman and @Lizard and the developers of Zoo @Squad and @Yanzl for getting their maps into the game. I can't wait for them to become available in Competitive matchmaking! Lizard, Squad and ElectroSheep 3 Quote
fewseb Posted January 25, 2019 Report Posted January 25, 2019 Got to appreciate that valve updated this toolbox model for vertigo, but didnt include an open lid variant, or set it up to be tint-able, even though the older variants both could, and since its this dark tan color by default you cant even try to color it something else. This is the same company that spammed the editor with a hundred variants of vent and pipe props trying to give mappers something modular to work with, and even introduced a new tinting system to work with decals, but then goes and does this with almost everything else (looking at you hr_dust's doors and windows) Quote
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