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[CS:GO] DE_Breach - Released!

  • Puddy
  • September 8, 2016 at 4:22 PM
  • blackdog
    • August 5, 2019 at 12:36 AM
    • #81
    Quote from Interfearance

    6 hours ago, Interfearance said:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    Sorry for the annoying watermark. Even with a simple editor it took me like 30 minutes to record and assemble the clips.

    Edit: Bomb stucks start at 1:40

    Also the molotov at 0:25 goes through the floor; not sure you want that.

    Use Windows Movie Maker, its free, it comes with your computer anyway, it’s good enough to trim and export to Full HD, without watermarks.

  • fewseb
    • August 5, 2019 at 1:11 AM
    • #82
    Quote from blackdog

    34 minutes ago, blackdog said: Use Windows Movie Maker, its free, it comes with your computer anyway

    Not with windows 10, not anymore anyway, you have to go download it from the windows site and reportedly there's a chance that it just wont work even if you install it.

  • Interfearance
    • August 5, 2019 at 1:27 AM
    • #83

    @blackdog Yeah I remember struggling to find it a while back. My idea was that I could cut my render times by half; and I did. However I didn't know there was a watermark until it was too late :(( I guess I should just use premiere. I'm not really going to apply animated lens effects and tweak audio graphs but... no watermark.

    Edit: I think I just found one that works! I'll make more videos soon hopefully, finding nades is cool.

  • blackdog
    • August 5, 2019 at 8:43 AM
    • #84
    Quote from fewseb

    9 hours ago, fewseb said: Not with windows 10, not anymore anyway, you have to go download it from the windows site and reportedly there's a chance that it just wont work even if you install it.

    That is wrong because it’s what I’ve been using to edit my CSGO highlights :)

    yes it’s possible that you have to download the package, I omitted that because I didn’t want to complicate the post. Where there’s will there’s power.

    I haven’t tried it, but there should be Adobe Premiere Rush for free as well.

    Youtube has its own trimming system as well I believe. At least it used to.

    @Interfearance dunno about render time, a 2 min clip takes a couple minutes to save/render on my 4-5 years old machine. I don’t find it a problem.

  • Vaya
    • August 5, 2019 at 9:07 AM
    • #85

    good stuff for them to churn through though!

    I still think the biggest issue on this map is way too much glass on core contact points.

  • Interfearance
    • August 5, 2019 at 4:11 PM
    • #86

    @Vaya the areas where I felt this the most were def squeek and upper mid. The ladder pane should at least be broken like the one in balcony.

    @blackdog my cpu is wonky ever since the stock cooler fell off for a month. Even after replacing it for a liquid one and getting a glass case it was never the same. I'm getting a coffee lake i7 next week

  • Puddy
    • October 11, 2019 at 12:03 AM
    • #87
    Quote from Oleboy555

    On 8/1/2019 at 11:52 AM, Oleboy555 said: Congratulations on getting the map in game!

    Thanks! I actually missed that the thread had updated (was on vacation at the time)! :D Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line.

    WARNING: Designer art below. Everything is heavily WIP. You have been warned!


    A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!


    A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.


    Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.


    CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.


    + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!

  • Puddy
    • October 29, 2019 at 9:04 PM
    • #88

    The update is now LIVE! ---> https://steamcommunity.com/sharedfiles/fi…/?id=1258599704

    Some info about the update is available in a twitter thread here, for those who are curious!

  • fewseb
    • October 30, 2019 at 1:56 AM
    • #89
    Quote from Puddy

    4 hours ago, Puddy said: The update is now LIVE! ---> https://steamcommunity.com/sharedfiles/fi…/?id=1258599704

    Some info about the update is available in a twitter thread here, for those who are curious!

    The changes are nice, but I got to ask, did you edit the nav mesh in T-spawn? One of the things I noted down when you sent out those feedback request forms was that when either team would inevitably get a bot, the bots on T-side would camp out int he open and die immediately to CTs rushing lobby. I suggested setting all the nav tile in T spawn to bad camping spots and then setting the 2 cubbies off to the side of T-spawn to good camping tiles. It seems like a lot of work for such a small change but ive found scrimmage mode to be plagued be abandoning players and a bot on T side with breach might as well of not been there at all.

  • Puddy
    • October 30, 2019 at 5:53 PM
    • #90
    Quote from fewseb

    15 hours ago, fewseb said: The changes are nice, but I got to ask, did you edit the nav mesh in T-spawn? One of the things I noted down when you sent out those feedback request forms was that when either team would inevitably get a bot, the bots on T-side would camp out int he open and die immediately to CTs rushing lobby. I suggested setting all the nav tile in T spawn to bad camping spots and then setting the 2 cubbies off to the side of T-spawn to good camping tiles. It seems like a lot of work for such a small change but ive found scrimmage mode to be plagued be abandoning players and a bot on T side with breach might as well of not been there at all.

    CT rushes have been nerfed in general so that should alleviate this issue, I'll keep an eye on this but right now I would classify this as a very minor thing.

  • RadimaX
    • November 6, 2019 at 7:00 PM
    • #91

    [Blocked Image: https://i.imgur.com/ehQImNo.png] After this door was blocked off it seems this entire room could be deleted with textures and models on the inside i only just noticed when free look mode while dead. It would look cool if you used one of the more see trough glass textures as in other parts of the map to let us see in here from the big blue windows and maybe it will make mid feel more open?

    [Blocked Image: https://i.imgur.com/837ulms.png] (sry for bad photoshop i just used that other image) just wanted to point out kind of what i meant vs the solid blue if keeping the interior of that room.

  • Vaya
    • November 7, 2019 at 10:23 AM
    • #92

    thanks for deleting the vent. LU ❤️

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