RA7 Posted July 19, 2019 Report Share Posted July 19, 2019 very nice work!!! michal3210 1 Quote Link to comment Share on other sites More sharing options...
Furiosa Posted November 19, 2019 Report Share Posted November 19, 2019 (edited) I didnt expect that Valve will include Danger Zone map from the community so fast. Congrats! Now, please make tutorial Edited November 19, 2019 by Furiosa Quote Link to comment Share on other sites More sharing options...
Byron Posted November 19, 2019 Report Share Posted November 19, 2019 I really dig this, perfect addition to the dz map pool. I do think the underground needs more enterances and maybe some markings on the map, as I played 5 or 6 games and had no idea it even existed. Maybe add a few ladders to the buildings above or something. Other than that, really cool! Quote Link to comment Share on other sites More sharing options...
Radu Posted November 19, 2019 Report Share Posted November 19, 2019 On 3/28/2019 at 4:28 PM, Radu said: The fact that Valve doesn't even have a workshop category for it, but has one for flying scoutsman, should tell you how much they support it. Well, shieet. Twinnie, Squad, michal3210 and 3 others 1 5 Quote Link to comment Share on other sites More sharing options...
fewseb Posted November 26, 2019 Report Share Posted November 26, 2019 Im really sorry man, but I got to be honest this map just isnt very good. I saw the first screenshots and I thought yeah that looks a little odd. I never got around to actually check the map out until now with the operation. Let me just say right off the bat lighting makes or breaks a map and it really broke yours. It looks hot and gross which I get goes with the theme but its too hot and gross, it doesnt feel like it would actually exist. Especially right next to bright blue water. It just looks like someones mod for the original farcry. Its also just awful to play. There are some many large tower structures and scaffolding that anyone can be on any part of. Its like you saw the water tower on blacksite and said yeah lets do like 5 of those. The map is filled with steep cliffs that are sometimes able to be climbed, sometimes not. All of these tiny rocks have collisions and get in your way. The amount of less then waste high wire fences hidden in tall grass is just irritating. The buildings are clunky to navigate do to a lack of clipping. All of the props seem to have incorrect collisions models. The amount of grenades ive thrown that somehow get snagged in thin air is just ridiculous. This map is filled with custom assets and none of them look up to par with anything. Overly detailed detail layers low res base textures, too much repetition. That giant crane looks like its straight out of gta 3. Complete with stair case you cant use but it still accessible why? Cars without their glass props, turret crates without their label card and a radar that looks like it was made by flying high in the air and taking a screenshot just makes it seem like you dont know what your doing but it seems like you do? You put a lot of effort into this for sure but I dont feel like this map is up to scratch with regular maps. Its just not fun and doesnt look good. Not good enough even to justify the awful frame rate. Youve been rewarded for youre effort but we have all been inadvertently punished as a result. Normally if I dont like a map I just dont play it, but because valve is forcing everyone to play this map every 10 minutes and there are missions that require us to play danger zone im forced to waste my time zipping around at 6 FPS before I get killed by a guy who is blending in with the sand because the atrocious HDR settings let the orange jumpsuits blend into the environment. I dont like that I have to say this but please do something, anything to make this map run better and not look so nauseating. The only reason this got in the game was because it was the first community danger zone map completed, not by merit of gameplay or look and now that its there and we all are forced to play it, it needs heavy work. Vorontsov, Lizard and Karthoum 3 Quote Link to comment Share on other sites More sharing options...
michal3210 Posted November 27, 2019 Author Report Share Posted November 27, 2019 (edited) 21 hours ago, fewseb said: Im really sorry man, but I got to be honest this map just isnt very good. I saw the first screenshots and I thought yeah that looks a little odd. I never got around to actually check the map out until now with the operation. Let me just say right off the bat lighting makes or breaks a map and it really broke yours. It looks hot and gross which I get goes with the theme but its too hot and gross, it doesnt feel like it would actually exist. Especially right next to bright blue water. It just looks like someones mod for the original farcry. Its also just awful to play. There are some many large tower structures and scaffolding that anyone can be on any part of. Its like you saw the water tower on blacksite and said yeah lets do like 5 of those. The map is filled with steep cliffs that are sometimes able to be climbed, sometimes not. All of these tiny rocks have collisions and get in your way. The amount of less then waste high wire fences hidden in tall grass is just irritating. The buildings are clunky to navigate do to a lack of clipping. All of the props seem to have incorrect collisions models. The amount of grenades ive thrown that somehow get snagged in thin air is just ridiculous. This map is filled with custom assets and none of them look up to par with anything. Overly detailed detail layers low res base textures, too much repetition. That giant crane looks like its straight out of gta 3. Complete with stair case you cant use but it still accessible why? Cars without their glass props, turret crates without their label card and a radar that looks like it was made by flying high in the air and taking a screenshot just makes it seem like you dont know what your doing but it seems like you do? You put a lot of effort into this for sure but I dont feel like this map is up to scratch with regular maps. Its just not fun and doesnt look good. Not good enough even to justify the awful frame rate. Youve been rewarded for youre effort but we have all been inadvertently punished as a result. Normally if I dont like a map I just dont play it, but because valve is forcing everyone to play this map every 10 minutes and there are missions that require us to play danger zone im forced to waste my time zipping around at 6 FPS before I get killed by a guy who is blending in with the sand because the atrocious HDR settings let the orange jumpsuits blend into the environment. I dont like that I have to say this but please do something, anything to make this map run better and not look so nauseating. The only reason this got in the game was because it was the first community danger zone map completed, not by merit of gameplay or look and now that its there and we all are forced to play it, it needs heavy work. Thank you for such a big feedback, it means a lot to me I will take all this into my heart when do feature updates. Some things you mentioned are already fixed in update Thanks! Edited November 27, 2019 by michal3210 Lefty and Anduriel 2 Quote Link to comment Share on other sites More sharing options...
Wintrius Posted November 27, 2019 Report Share Posted November 27, 2019 Although I really enjoy your map and am glad Valve appreciates it, there are some valid complaints fewseb has listed. Most notably being: Off lighting. Low resolution/quality custom props, as well as some really old Valve assets that don't hold up very well. The sand and grass contrasted with the black rocks look rather unpleasant (sorry to say). Some textures look a tad bit repetitive, one example being the pavement. Other specific things I found that looked odd were the crane (among other red metal objects) having incredibly low texture resolution, that ancient white van, the houses looking full-bright, as well as some awfully low-res barrels. Now that I've listed some problems, I would like to provide you with some possible solutions: Change the lighting for certain areas with different types of lights, maybe even some dust particles in the air. Increase the texture quality of some custom props, and also give them some overlays to give the illusion of more detail. Make sure all primary textures are at least 1024 by 1024, as that's what Valve did in their Danger Zone maps. Try using some custom 4-way blends similar to the ones Valve uses for particular areas. Lighten up and detail those rock props, give them the same style of crisp texture that Valve has on their DZ maps. Although not necessary, it'd be cool if you got some other mapper who's an industry veteran to assist in the making of custom assets. I just say this because I find that it'd be more expedient and likely more motivating than you being the sole worker on the project. Also, just some questions out of pure curiosity: What percent of the map would you say is composed of assets made entirely by you? How long did this map take to create? Were you expecting Valve to respond as they did? In conclusion, I really like what you've done with this map. You took a risk, and Valve recognized that. Although I am being very critical in this post, it's only because I would like to see the map improve. I supported this project when it was first uploaded, but now that it's under the light of the entire community, criticism means a lot more. Good luck with your future mapping endeavors, and I hope you integrate these valid critiques. Squad and Lizard 2 Quote Link to comment Share on other sites More sharing options...
El_Exodus Posted November 27, 2019 Report Share Posted November 27, 2019 Some of my impressions from playing the map a dozen or so times during the last week: Collision on many models is very poor. Rocks are the biggest offender here. And the crane. Tried shooting through it and although there being a huge gap, bullets were blocked. Frustrating Performance: Despite being on a high end system, I still get stuttery mouse movement when being around the center of the map. I've seen you used limited render distance of models a lot already, but that still doesn't do the job very well. (Sometimes objects disappear too early btw. Shot a guy who thought he's behind cover) I guess you need to look into combining props to reduce drawcalls. Freedom of movement feels quite limited at times. The little fences blend well with the background and block me all of the sudden when I'm focused on other things. Some areas are not easy to get out of since there are limted options. When you play blacksite for example, all areas on the map are designed in a way, that you can jump from point A to B which gives you TONS of possibilities to change your position. Doesn't feel the way on your map. Water is too deep in gameplay areas Dark rocks don't really fit the visuals. They need to be brighter to fit the environment more michal3210, DutchCrazyGamer, Wintrius and 4 others 7 Quote Link to comment Share on other sites More sharing options...
blackdog Posted November 28, 2019 Report Share Posted November 28, 2019 Congrats on getting this into the operation, your hard work paid off! Im not playing CSGO at the moment so think I’ll probably miss out on trying it myself Quote Link to comment Share on other sites More sharing options...
esspho Posted November 30, 2019 Report Share Posted November 30, 2019 I just played a match and got stuck on the radiotower between a barrel and a metalbeam - not fun. Also the collapsing stairs are very frustrating. Quote Link to comment Share on other sites More sharing options...
CuervoSp Posted December 1, 2019 Report Share Posted December 1, 2019 (edited) I have found a little glitch. Spoiler Edited December 1, 2019 by CuervoSp michal3210 and Interfearance 1 1 Quote Link to comment Share on other sites More sharing options...
JorisCeoen Posted March 1, 2020 Report Share Posted March 1, 2020 Can I ask you how long you've spend developing this map? Congratulations on making it into the game Quote Link to comment Share on other sites More sharing options...
michal3210 Posted March 2, 2020 Author Report Share Posted March 2, 2020 (edited) On 3/1/2020 at 4:58 PM, JorisCeoen said: Can I ask you how long you've spend developing this map? Congratulations on making it into the game The whole map took about 4-5 months with some breaks first 1,5 month - getting assets, making collision meshes for models, planning, learning dz entities in editor etc rest is map making in hammer Thank you! Edited March 2, 2020 by michal3210 JorisCeoen 1 Quote Link to comment Share on other sites More sharing options...
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