• Counter Strike: Global Offensive v7: Creeps from the weeb team represent
    5,008 replies, posted
People who get mad/hate and make deathwishes to team that lost - are most pathethic people in the world with gambling problem who probably used their moms credit card to bet.
[QUOTE=arleitiss;49020923]People who get mad/hate and make deathwishes to team that lost - are most pathethic people in the world with gambling problem who probably used their moms credit card to bet.[/QUOTE] Yea, I'm a stupid gambler and I've never gotten mad. I was down $250 before I got back into csgo betting. Slowly making my way back up, :v People need to realize there's a risk, its just immature as fuck to blame players for your stupidity. Virtus Pro played well, g2 just shocked them and honestly outplayed them. VP is still a great team, sad to see them go out so soon. I'm hoping vp do well at the next major, they are still one of the most fun teams to watch.
[QUOTE=arleitiss;49020923]People who get mad/hate and make deathwishes to team that lost - are most pathethic people in the world with gambling problem who probably used their moms credit card to bet.[/QUOTE] They're also the people you make money off of. If CSGL made betting 18+ it would be much more enjoyable, but it would also be much harder to make cash off of ragebets.
[QUOTE=Ogris;49020930]They're also the people you make money off of. If CSGL made betting 18+ it would be much more enjoyable, but it would also be much harder to make cash off of ragebets.[/QUOTE] That's like an age restriction on a porn site or steam game page Wouldn't actually do much :v Also holy fuck, this major has the potential to be the weirdest one so far g2 in semifinals lg possibly in semifinals nip possibly in semifinals Can you imagine if any of those teams actually make it to the finals? It's super possible due to nip being good vs tsm. LG could easily overtake nip and vice versa. G2 vs envyus is hard to call, but yea I doubt envyus will drop that one.
[QUOTE=Ogris;49020797]the layout makes this look like a fancy aim map.[/QUOTE] This is probably because there is very little detail at the moment. There are a few style clues around at the moment which help to give it artistic direction and I have a good idea of what detail will be added and where it will go. Its just not worth doing until I know the general layout is good and I won't have to move things around too much. [QUOTE=Ogris;49020836]Way too little cover on B.[/QUOTE] I can see how you would think that based on the radar image. Below is the view of B site from lower/mid-con. [t]http://puu.sh/l4o72/119ce86454.jpg[/t] As you can see there is quite a few good places to hold from, each has their own advantages and disadvantages. I do plan on adding more cover to B site but I want to identify the problem areas with play testing before adding cover willy nilly and making it too easy to hold, and too hard to re-take. I also think B site might be [i]slightly[/i] too long currently. Again there is almost no detail on the site, or around the map in general that is not gameplay critical. I will be sure to make sure all textures are balanced as far as identifying players is concerned but thats a concern for down the road. Currently I'm concerned about each teams ability to take and hold objectives. [QUOTE=Ogris;49020836]A site looks okay but dump the CT ramp, move CT further back to smoothen out timings.[/QUOTE] I'm not sure this is entirely valid. Currently almost all the timings work extremely well with the only exception being Ts get to lower B door about a second faster than I would like. I have a plan to deal with it too if it proves to be an balance issue. Also If I did dump the CT ramp then do you have a suggestion as to how long doors and CT are connected? You could have a ladder or staircase to A short but that would screw up the current timing of 6.5-7.5s CT and 7.5-8s T to long doors, which is a perfectly okay timing IMO. [QUOTE=Ogris;49020836]If the map looks like it has massive issues on a radar, it's gonna need some work before playtesting.[/QUOTE] Would you like me to ZIP the map and upload it so you can have a play around? I don't believe the map has any serious layout issues at all. The radar doesn't do it justice because cl_leveloverview removes a lot of detail (walls, props, certain crates, certain detail objects) as well as covering some things. All that being said, thanks for your thoughts! I appreciate any and all criticism :)
[QUOTE=wizard`;49020952]This is probably because there is very little detail at the moment. There are a few style clues around at the moment which help to give it artistic direction and I have a good idea of what detail will be added and where it will go. Its just not worth doing until I know the general layout is good and I won't have to move things around too much. I can see how you would think that based on the radar image. Below is the view of B site from lower/mid-con. [t]http://puu.sh/l4o72/119ce86454.jpg[/t] As you can see there is quite a few good places to hold from, each has their own advantages and disadvantages. I do plan on adding more cover to B site but I want to identify the problem areas with play testing before adding cover willy nilly and making it too easy to hold, and too hard to re-take. I also think B site might be [i]slightly[/i] too long currently. Again there is almost no detail on the site, or around the map in general that is not gameplay critical. I will be sure to make sure all textures are balanced as far as identifying players is concerned but thats a concern for down the road. Currently I'm concerned about each teams ability to take and hold objectives. I'm not sure this is entirely valid. Currently almost all the timings work extremely well with the only exception being Ts get to lower B door about a second faster than I would like. I have a plan to deal with it too if it proves to be an balance issue. Also If I did dump the CT ramp then do you have a suggestion as to how long doors and CT are connected? You could have a ladder or staircase to A short but that would screw up the current timing of 6.5-7.5s CT and 7.5-8s T to long doors, which is a perfectly okay timing IMO. Would you like me to ZIP the map and upload it so you can have a play around? I don't believe the map has any serious layout issues at all. The radar doesn't do it justice because cl_leveloverview removes a lot of detail (walls, props, certain crates, certain detail objects) as well as covering some things. All that being said, thanks for your thoughts! I appreciate any and all criticism :)[/QUOTE] Can you make it private on the workshop and link only it? That would make it easiest, but I have no idea how workshop works.
[QUOTE=Ogris;49020965]Can you make it private on the workshop and link only it? That would make it easiest, but I have no idea how workshop works.[/QUOTE] I had a look into this and it doesn't look like you can make a private map on the workshop. If you could I would have done it already for you guys but I'm not ready for this to be public yet, for obvious reasons! [editline]ea[/editline] Here is the map. I think I included all the resources but if I missed some please let me know... [url]http://puu.sh/l4puQ/c27475634b.zip[/url] Also try not to be too concerned about buggy textures and low detail, I have an enormous list of this till already compiled. My concerns revolve around gameplay and optimization at the moment. Although most of the automatic visleafs and viewports look pretty good already and due to their being very little detail there really shouldn't be any concern about optimization at the moment. [editline]asd[/editline] [QUOTE=seba079;49020997]You can make a map visible only to friends, that's the easiest way of sharing without going public I think[/QUOTE] Is this post-upload? I haven't see reference to this anywhere so far... Have you done it before? (if so PM me!)
You can make a map visible only to friends, that's the easiest way of sharing without going public I think
Vulcun developers/management/owners are probably one of the most retarded people. Their twitter: "We introduced some new features which crashed the site...working on a fix, will be back within the next hour" Who the fuck does some major works on web during major events like this? :v:
I'm waiting for the huge update to game mechanics which valve will drop half an hour before the final
Wizard, why is the map heavily shadowed by brushes? Are we playing in an underground car park?
-snip-
[QUOTE=Bradyns;49021068]Wizard, why is the map heavily shadowed by brushes? Are we playing in an underground car park?[/QUOTE] Just helps to box the eyes in at the moment. Upper tunnels will have a very open wall by the pillars which will bring in a lot of light. Entirely lighting in B is VERY alpha and will have a lot of work. There will be some columns in there for some complex shading too. A long is actually going to be along a cliff face that you will be able to see down (with a short wall + clip). You will be able to see the manor house as you approach. All the displacements are rough copies and there are going to be a lot more detail displacements going on. Most of the ramps will have some form of displacement and long A will have displacement detail. As I said, not caring about stylistic things so much unless they directly affect gameplay at this stage. I have a lot of that planned already. [editline]asdp[/editline] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=545385799[/url] Can you guys see and subscribe to this? It's on friends only but I'm hoping the hotlink lets you do it..
[QUOTE=wizard`;49021096]Just helps to box the eyes in at the moment. Upper tunnels will have a very open wall by the pillars which will bring in a lot of light. Entirely lighting in B is VERY alpha and will have a lot of work. There will be some columns in there for some complex shading too. A long is actually going to be along a cliff face that you will be able to see down (with a short wall + clip). You will be able to see the manor house as you approach. All the displacements are rough copies and there are going to be a lot more detail displacements going on. Most of the ramps will have some form of displacement and long A will have displacement detail. As I said, not caring about stylistic things so much unless they directly affect gameplay at this stage. I have a lot of that planned already. [editline]asdp[/editline] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=545385799[/url] Can you guys see and subscribe to this? It's on friends only but I'm hoping the hotlink lets you do it..[/QUOTE] Can't view it.
[QUOTE=seba079;49021034]I'm waiting for the huge update to game mechanics which valve will drop half an hour before the final[/QUOTE] de_newke before the final to see which team adapts better then a bo7 consisting of Cbble only for the drops
Friberg and GeT_RiGhT switched PCs
Swedish phoenix rising guys
Man, I love these feels train videos. Pretty interesting to learn more about players background.
That was painful, so many misplays by both teams but at least NiP had some solid rounds, deserved map but jesus, some of those rounds were painful to watch.
[QUOTE=wizard`;49020153]Do we think we could organise a 10 man to beta test a map I'm working on? I've done a lot of work regarding the timings and contact points but I'm pretty much at the point where only real players can find what's wrong now. I also let bots play out 592 rounds (CT 272 - 320 T) which is a good indication of how it will be balanced for silvers :P I can post screens and stuff if you would like but its a greybox at the moment which is minimal superficial detail and almost no textures so its not necessarily a very pretty map to play on at the moment. It's definitely lacking A LOT of detail but there's no point doing any of that stuff until I know the layout plays well. Vote like below if you are willing to do a 10 man test for me :) Agree - Australia/SEA Disagree - Europe Funny - Americas [editline]asd[/editline] This is the radar image (thumb) with some basic callouts [t]http://puu.sh/l4ghJ/0b1b92e695.png[/t][/QUOTE] Dust 2, Inferno, Cobblestone, Mirage and Nuke all in one map?
[QUOTE=Author.;49021299]Dust 2, Inferno, Cobblestone, Mirage and Nuke all in one map?[/QUOTE] Pretty much, it was almost entirely accidental, too. Where's the nuke though? B site? [editline]adp[/editline] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=545385799[/url] I've made it public for now. Will be public for another hour or so!
[QUOTE=wizard`;49020153]Do we think we could organise a 10 man to beta test a map I'm working on? I've done a lot of work regarding the timings and contact points but I'm pretty much at the point where only real players can find what's wrong now. I also let bots play out 592 rounds (CT 272 - 320 T) which is a good indication of how it will be balanced for silvers :P I can post screens and stuff if you would like but its a greybox at the moment which is minimal superficial detail and almost no textures so its not necessarily a very pretty map to play on at the moment. It's definitely lacking A LOT of detail but there's no point doing any of that stuff until I know the layout plays well. Vote like below if you are willing to do a 10 man test for me :) Agree - Australia/SEA Disagree - Europe Funny - Americas [editline]asd[/editline] This is the radar image (thumb) with some basic callouts [t]http://puu.sh/l4ghJ/0b1b92e695.png[/t][/QUOTE] is it just me or does site a look like a carbon copy of inferno? minus 2nd box and new box, it's the same. and it isn't going to work without those boxes there. you can't hide behind the fountain and you can't hide the entire team behind that first box. also there's no second entrance (like construction/garden on inferno) looks like you need some inspiration from other places instead of just copying current maps
friberg is really shredding everyone today.
NiP are running away with this
It's a like a complete 180 from cologne, fuck yeah NiP
[QUOTE=zerosix;49021348]is it just me or does site a look like a carbon copy of inferno? minus 2nd box and new box, it's the same. and it isn't going to work without those boxes there. you can't hide behind the fountain and you can't hide the entire team behind that first box. also there's no second entrance (like construction/garden on inferno) looks like you need some inspiration from other places instead of just copying current maps[/QUOTE] Okay so it may look similar aesthetically (will change) and feel similar as far as placement and layout but it plays [i]very[/i] differently to inferno's A site. Particularly because I feel like the default for CT A is only one player, with two mid, which means the rotate is EXTREMELY fast. Inferno A site has a very slow rotate. This should allow for some very creative play + puts the pressure on the Ts to use their remaining smokes early to secure their plant + after-plant or risk being retaken. There is also plenty of room to hide behind the fountain, it actually makes for a very fun 1v1 clutch. I expect almost everything about the map to change but that's why I need descriptive criticism so I can improve the gameplay! There is a ton of room for changes and improvements so any [b]actual[/b] critique is valued highly. [editline]asd[/editline] There are ghost player spawn points too so you can easily measure the timings for yourselves..
[video=youtube;R_K6971WmAs]https://www.youtube.com/watch?v=R_K6971WmAs[/video] hoping they keep it up
NiP are really plowing it today.
Aceeeee
Looks like I have to pick up my favorite AK once again [IMG]http://i.imgur.com/QF3KLCQ.png[/IMG] [IMG]http://i.imgur.com/sRUufN3.png[/IMG] Thanks nip
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