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  3. KungFuSquirrel

Posts by KungFuSquirrel

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • July 1, 2013 at 12:27 AM

    needs more as_oilrig remake.

    Seriously, though, I dig the hell out of oil rigs! I'd encourage you to look at more elevation changes from one side of the map to the other. The upper catwalks are nice, but I think you'd get a much more interesting structure with a few tiers of elevation, plus you could create some really interesting gameplay around the bomb sites with elevated firing or defensive positions.

  • Post your desktop

    • KungFuSquirrel
    • June 23, 2013 at 7:51 PM

    Pow.

  • Post your gaming room

    • KungFuSquirrel
    • June 23, 2013 at 4:45 AM
    Quote from generalvivi

    Does anyone have any good suggestions for desks?

    http://www.ikea.com/us/en/catalog/…rkspaces/18962/

    It's the same type of desk Gearbox has/had. I also have the same shelves for my monitors + other stuff. I have the right-corner version of this: http://www.ikea.com/us/en/catalog/products/S19807432/ - the normal corner desk + the extension is HUGE. All the room in the world, and nice and sturdy. Has already survived two moves (one cross-town, one cross-country)!

  • Post your gaming room

    • KungFuSquirrel
    • June 21, 2013 at 5:45 AM
    Quote from Nysuatro

    But Half Life 2 is at the bottom. Why KunfuSquirrel, why ..... ?

    Just the way I sort the large collector's edition boxes; they don't fit well with the other box sizes. HL1 is the literal center of attention, though!

    Vivi, that's a nice screen, but tell me you don't actually sit right there to use the PC

  • Respawn Entertainment's - Titanfall

    • KungFuSquirrel
    • June 11, 2013 at 2:01 PM

    congrats, Respawn dudes. Looks incredible.

  • Post your gaming room

    • KungFuSquirrel
    • June 10, 2013 at 2:29 PM
    Quote from blackdog

    My shelf is not so rich, but I see we kinda put games the same way, showing off the covers

    I have a small space so I only put my favs sideways.

    Yeah, same here. Every one of those squares is packed full behind the "featured" games in front. It's a beefy collection

  • Post your gaming room

    • KungFuSquirrel
    • June 8, 2013 at 7:42 PM

    Here's my computer room - TV room is a little drab in the new house, and not worth picturing in its current state. May have to invest in one of those 65"+ TVs to match the room size

  • De_cache WIP (new version)

    • KungFuSquirrel
    • May 23, 2013 at 2:44 PM

    Looks fantastic, man. You're on a roll!

    Edit: I should add, you're also doing a great job of preserving the layout + maintaining what looks like should be excellent readability of characters, which super critical. Great choice of textures and lighting!

  • [CS:GO] de_convention

    • KungFuSquirrel
    • May 20, 2013 at 1:25 AM

    Yeah, seconding what he said, when I look at this I see a Natural Selection-style layout more than I see a CS layout. If you look at maps like Dust, Train, Aztec, etc., they're much simpler layouts built more around the choke point clashes between teams. Think about where your teams are going to meet - in this layout it's hard to see.

    Flanking routes are good, but I'd work in fewer of them on a simpler scale and work on the center of the layout - right now the middle of the map is mostly just a route from one spawn to the other rather than a way to get to the bomb points. I'd also look at your CT spawn point - the most direct route to each bomb point involves actually backing up and/or turning around, which is a strange flow. I think paring down some of the outer routes and re-working the center of the map could do you some good.

  • CS:GO - de_print

    • KungFuSquirrel
    • May 18, 2013 at 4:41 PM

    Hey, excuse the bump - is this map available on Steam Workshop? I'd like to add it to the MapCore collection

  • CS:GO Steam Workshop Collection!

    • KungFuSquirrel
    • May 16, 2013 at 5:33 AM

    Ok, I'll leave Ali off for now.

    Here it is! http://steamcommunity.com/sharedfiles/fi…s/?id=145309288

  • CS:GO Steam Workshop Collection!

    • KungFuSquirrel
    • May 15, 2013 at 3:27 PM

    Hey guys,

    With all the fancy CS:GO work going on here lately, I thought it might be good to get a collection going of all the MapCore CS:GO maps on Steam Workshop - I'll start putting one together over the next couple/few days as I have time, but I could use some help tracking down all the releases! Can you guys help me collect the Workshop links?

    I'd like to keep this list to finished and released maps, so it's a one-stop shop for all the badass maps the community here is cranking out.

    PS since I haven't posted in a while, congrats all you fine gentlemen on Operation Payback! Hopefully we see some solid MapCore representation in future packs, if they keep doing this!

  • ns_eclipse and ns_veil: Open source!

    • KungFuSquirrel
    • April 2, 2013 at 4:18 AM

    Better late than never, right? Here's SEVENTY-FIVE .rmfs of ns_eclipse, ns_veil, and the original pre-Eclipse ns_veil for you to take a look at, which I'm pretty sure includes some fully playable layouts that are totally unrecognizeable from the final versions. And includes areas like the one pictured, which for some reason I thought I should cut.

    Enjoy!

    Blog post: http://blog.button-masher.net/2013/03/31/ns_opensource/

    Download: http://button-masher.net/content.php?i=1406

    Mirror: http://ns2-fr.com/do..._opensource.zip

  • TrenchBroom

    • KungFuSquirrel
    • March 2, 2013 at 2:54 AM

    Fancy new editor for Quake! http://kristianduske.com/trenchbroom/

    [Blocked Image: http://kristianduske.com/trenchbroom/images/vertex_editing.jpg]

    [Blocked Image: http://kristianduske.com/trenchbroom/images/screenshot.jpg]

  • MapCore Job Census

    • KungFuSquirrel
    • February 21, 2013 at 3:23 AM

    Hey, new job time. m/

  • [UDK] 1vs1 DM-Desert

    • KungFuSquirrel
    • February 13, 2013 at 1:57 PM

    This is pretty solid first map material; the UDK content and lighting helps a lot (you should've seen what first maps looked like in my day when you had to build them going uphill in the snow both ways) but you've got some good layout elements going here. Good use of elevation, some interesting connectivity in the main arena, and a good sense of space.

    For your next efforts, I'd start looking at ways to break up the boxiness of the layout and work on connectivity that isn't so reliant on jump pads. Jumps are great in a pinch, and have their place, but pads + teleporters and the like can also be kind of a crutch if you're not careful. There's nothing wrong with right angles or axial layouts, but you can get some really special layout flow by integrating angled or curved routes, especially in terrain where you have a lot of free-form control.

    Visually you're off to a good start; try to work on adding some more weight to your structures (the roof of the building is way too thin, for example; in the first shot it looks like it's not even there). You should also keep practicing your lighting; the outside looks great because of the UDK lighting engine, but you might get stronger results by experimenting with a few different angles to highlight different parts of the level (an awful lot of the level is in shadow right now). The interior lighting is very flat (probably from having just a handful of large-radius lights); try playing around with some pockets of light and dark, or maybe even open some of it up to the sunlight. Use small radius but higher intensity lights around your light sources, and use dimmer large radius lights to fill the space. You could also get some nice mileage out of adding little accent lights to the shadowed parts of the exterior - the bridge in shots 5 and 6 immediately comes to mind.

  • Dominatron

    • KungFuSquirrel
    • February 13, 2013 at 1:43 PM

    Hey, looks pretty neat! ...now get them back to work on Naumachia

  • The Swamp

    • KungFuSquirrel
    • February 12, 2013 at 3:58 PM

    Those gifs are fantastic; I love seeing the way each layer comes together. Great work!

  • MapCore CS:GO Playtesting 2.0

    • KungFuSquirrel
    • February 12, 2013 at 2:22 PM

    Hey guys, to help Psy and Puddy organize this a bit better, we've created a new Steam group (separate from the main MapCore group) for playtesting. Having a separate group will allow for use of Steam's event scheduling/notifications to help organize playtests across time zones, but won't bother anyone in the main MapCore group who may not want to participate in playtests.

    Right now it'll focus on the CS:GO playtests, but there's no reason we can't expand that to other games if we have people available to manage it.

    Anyway, without further ado, join up! http://steamcommunity.com/groups/MapCorePT It's still getting off the ground, but hopefully Puddy and Psy will have it rolling soon.

    Also, if anyone wants to make a custom playtest group logo, that'd be neat. Otherwise we can just use the regular MapCore group logo.

  • RAGE: The Scorchers

    • KungFuSquirrel
    • February 9, 2013 at 9:51 PM
    Quote from Minos

    Anybody knows where to find the sdk? I've looked everywhere but can't find it

    It's under the "Tools" section in your Steam library, same place as Source SDK and all those useless dedicated servers for games you probably don't own. Kind of an annoying place for it.

    (it's also HUGE and only works on 64-bit systems)

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