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Posted
On 3/1/2018 at 6:17 PM, FMPONE said:

As part of a 3 day ramp-up to releasing Subzero, today Wingman Killhouse was released.

http://steamcommunity.com/sharedfiles/filedetails/?id=1317130948

Pretty interesting map!

I personally enjoy the Wingman mode and it's obviously a pretty popular mode in general.

It's also a lot easier for community creators to create 2v2 maps (smaller, much easier to test...)

So I'm wondering if Valve will add Wingman community maps to future "operations"...

Posted (edited)

It plays well and I like the idea but, and don't take it bad, you really should work on the lighting and on your textures. 

I don't meet the quality you had with your previous levels like Season for example. 

I take it like a good start that needs to be improved now to meet the quality we have in CS : GO.

And @Tynnyri is right about the aurora borealis, you'll have to make a choice.

EDIT : I know you learned a lot to make all your custom contents and I know how hard it is.

Edited by El Moroes
Posted
20 hours ago, Radix said:

It's also a lot easier for community creators to create 2v2 maps (smaller, much easier to test...)

Well, if you have a server you can access... I was wondering if we would test on mapcore test server. 

I really hope valve will push the mode. 1v1 is still a competitive for Quake, I would be interested in seeing if this can work as well as proper pro competitive.

49 minutes ago, El Moroes said:

It plays well and I like the idea but, and don't take it bad, you really should work on the lighting and on your textures. 

I don't meet the quality you had with your previous levels like Season for example. 

 

25 minutes ago, Tynnyri said:

I really do not understand this statement. Were the textures really that bad? I ran the game on all high and it looked stronger than expected. Then again, I didn't run around only looking at the walls. Any screenshots or examples?

Well creating all the assets for yourself for the first time is hard work... I think it's impressive what Shawn achieved here.

I can see what El Moros is saying. I only walked around the map today and it feels a bit noisy. Reminds me of the late CS 1.6 maps. I hope I'll manage playing it to see if it actually hampers the gameplay.

Still a great achievement.

I don't understand why is not possible to plant just behind the truck in that little nook. Seems like an interesting plant position, compared to the doorstep.

Posted

Well, all in all pretty impressive how much effort you have put into this project.

I mean, even if this gets added to an Operation, the payment seams a bit too low for two years of working full time (?) on this. Maybe you should talk to Valve :D (You probably really should. lol)

Gameplay seems to be good, even though I don't really like one-way (drop down) routes.

 

But, as already said by some of the others, visually atm not your strongest submission.

Biggest issue is probably the sky color. You chose a very warm, bright, nearly turquoise blue. It doesn't fit the setting imo and makes the snow look grey.

I would like one of the following better:

- a cold steel blue (no stars, few clouds, probably better no snowfall)

- a nightsky (slightly green if you want to keep a (more subtle!) aurora borealis)

- a grey cloudy sky (+snowfall)

 

That lighting + aurora issue is probably the best example why it feels a little "wrong" atm:

You have aurora borealis vs day time. Sun vs stars. A nearly clear sky with only a few little clouds (which move too fast imo) but you also have snowfall (which is falling in the opposite direction the clouds move (wind) btw).

That's all too much imo. You can't have it all at once. Make a decision.

You should not make things that don't make any sense just because you think it looks awesome. It's similar to the rainbow in de_santorini which also didn't make sense imo: clear sky, no rain, sun at high noon -> no rainbow!

Furthermore some areas of the map are probably a little overdone already. Sometimes it's better to let a wall just be a wall.

Maybe you just want too much in general while searching for the holy grail of CS level design...

Don't get me wrong. Still an awesome map. But it's not finished yet. Hope this helps a little.

Posted
On 3/3/2018 at 7:33 PM, Tynnyri said:

Hey! I made an imgur collection of weird bugs and visual problems. I hope these help.

https://imgur.com/a/EH0tj

On another note:

I would really reconsider the northern lights, sun placement and the skybox, which for anyone living around the artic circle seem very unrealistic. Hit me up if you'd like more info on why the northern lights make no sense. (Or, you know, don't use pictures as examples of northern lights because eye and camera show them very differently; Cameras show more of the lights and in more bright colors, which is complete opposite on how they really look.)

The sun is way too high up, too. Normally it would be impossible to spot northern lights right behind a sun (heck, even a half moon stops them) The map is clearly set in winter, (seen by the vegetation being on a wintery "preserve" state) which should make it impossible for the sun to raise this high even in the day, especially on artic circle.

Added into that, it should be impossible to spot any stars (especially the weaker ones) at such beutiful, sunny day. If you've ever noticed, stars are hard to spot on the day compared to at the night.

I think you can get away with the stars, at least. They are very useful for lining up smokes, and sacrificing realism for gameplay wouldn't be a problem on this occasion.

Apart from that I think the weakest area in the map in terms of Art is the T connector to B. It looks like something from Borderlands, because of the black trim textures, you use and some of the wear on the props, combined. It just doesn't look like Counter Strike to me.

Posted
On 04/03/2018 at 4:50 PM, Radix said:

I mean, even if this gets added to an Operation, the payment seams a bit too low for two years of working full time (?) on this. Maybe you should talk to Valve :D (You probably really should. lol)

He probably has more chances to talk to a wall when you speak about money with Valve.

Posted (edited)
1 hour ago, RaVaGe said:

He probably has more chances to talk to a wall when you speak about money with Valve.

True. But sad actually.

If I was at Valve, I would hire him immediately before any other company does, pay him what he wants, and just let him make his maps.

(Same with some other guys who hang around here)

Edited by Radix
Posted
1 hour ago, Tynnyri said:

Oo. Valve does seem to need more map makers. I mean, look at how long it took for them to make remakes of CS:GO maps and how long the Mercenery Park took to make.

No they don't, their business model is on point right now with the steam workshop, you don't even imagine the huge pile of money they are making with the content from their contributors, they get a lot of AAA quality content for their games (for nothing) and don't even need any employees to make them, pure profit, they could fire all of their LD/artists it wouldn't change a thing.

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