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Posts by Squad

  • [CS:GO]de_zoo

    • Squad
    • October 17, 2014 at 1:52 AM

    Still working on this! After the 5 vs 5 playtest I got some great feedback, so I've been busy tackling these points (hopefully!).


    Long A seemed too difficult and risky to take sometimes due to a number of possible headpeaks for defending CTs and off course the possibility to get shot from both Hut and Window.

    All headpeaks that I know of should now be removed (both the ones facing Long A and short A).


    I blocked line of sight from the Window to the door.


    [Blocked Image: http://i.imgur.com/2JLS8gf.jpg]


    The only line of sight to the door from long A (from Hut) is now around this spot, hardly covering the door itself.


    [Blocked Image: http://i.imgur.com/iyoeF6O.jpg]


    Turned the bottom of this rock piece into a concrete wall to improve readability there.


    [Blocked Image: http://i.imgur.com/taXqrSr.jpg]


    Another issue was that it was very hard to hold B when the bomb was planted. I tried blocking of these doors like El_Exodus suggested, but I think it had a too big influence in the overall flow in that area.


    Instead I've now added this extra room next to bombsite B. It provides a bit of cover for defending Ts (kinda like the little room on Nuke's B bombsite).


    [Blocked Image: http://i.imgur.com/LdttVFq.jpg]


    [Blocked Image: http://i.imgur.com/yVLQHke.jpg]

    That's it for now, I'd be happy to hear any feedback!


    Also got some cool extra's to share with those interested

    After the 5 vs 5 playtest, paw was so kind to turn the data from the playtest into a couple of heatmaps! These are the two most interesting ones imo. The first one being movement and kill angles and the second being movement and grenades (flash = green, smoke = purple, HE = red).

  • Models vs Brushes

    • Squad
    • October 15, 2014 at 6:34 PM
    Quote from Pampers

    wut, cant be right, you have occluder brushes and stuff like that? years since I've used source now though


    Func_occluders are performance-heavy though. Maps are not supposed to be filled with them, as it'll make them run only slower.

  • Collision mesh with wwm

    • Squad
    • October 14, 2014 at 6:07 PM

    Did you check the concave flag before compiling? That usually does it for me.

  • The Mapcore Mod Team

    • Squad
    • October 14, 2014 at 2:07 PM

    I agree with blackdog. Small high quality project > big mediocre quality project.

  • Flame in the Flood - Ex Irrational

    • Squad
    • October 14, 2014 at 11:29 AM
    Quote from generalvivi

    FUNDED! CONGRATS TO ALL!


    Great! And still 23 days to go

  • Long timers and new comers, your Mapcore history

    • Squad
    • October 14, 2014 at 1:11 AM

    So much stuff from the past being brought up here!


    As for myself, I don't recall when exactly or how I got here, probably around 2002 or 2003. Might have been through Mazy's site, but I really can't tell for sure.

    I used to be a long time lurker before finally signing up. Took a very big break from making levels somewhere around 2006 or so until when CSGO was released in 2012

  • CO:GO map in need of feedback

    • Squad
    • October 13, 2014 at 1:22 PM
    Quote from Vaya

    Playtest it on here. you need 10 spawns, radar + buyzones etc.


    He means 10 spawns for each team btw


    More information about playtesting

  • The Mapcore Mod Team

    • Squad
    • October 11, 2014 at 7:36 PM

    Interesting topic!

    Willing to contribute to this if I can

  • [CS:GO]de_zoo

    • Squad
    • October 9, 2014 at 4:14 PM

    Thanks for your feedback and the video!


    Quote from El_Exodus

    €: I forgot to add, that holding B site is a very hard mission. There are lots of entrances and i ended up not knowing where to look at. Maybe you could add some unique objects to the different entrances to B, to make calls easier.


    €2: In addition to this, i made some further thoughts on the B site. Currently you have 5 entrances to it. Mixed on the lower floor and on the upper floor on both sides of the bombsite. I think that's one reason why it's so damn hard to hold. What if you'd block the marked door on the upper floor of the site? It would make it much easier for the players on the bombsite to check all entrances. Both upper entrances would be on the same side, and both lower entrances would be on the other side. In the playtest i had no idea where to look at and where to place myself. I felt vulnerable from everywhere. I think this simple change might fix it. What are your thoughts on it?


    [Blocked Image: http://abload.de/thumb/2014-10-09_00003_doorz4bvo.jpg] [Blocked Image: http://abload.de/thumb/2014-10-09_00004n2ay0.jpg]


    I guess the amount of entrances at B depends on how you look at it. I consider there to be 3 entrances, standing below the balcony.

    But several people said it was hard to hold, so something has to be done about it. I could try your suggestion, just not sure if blocking that door will have a big impact on the flow in that area and for rotating.


    Also, I made some custom bombsite decals. It's a quick job, so don't comment on the quality too much


    [Blocked Image: http://users.telenet.be/gus/de_zoo31.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo32.jpg]

  • Mapcore Introductions Thread

    • Squad
    • October 9, 2014 at 12:16 AM

    Gotcha. Thank god I didn't break the second rule

  • Mapcore Introductions Thread

    • Squad
    • October 8, 2014 at 11:29 PM
    Quote from Ugui

    After a level design lesson by Furyo in my school today and a discussion with my classmate TheOnlyDoubleF, I decided to join you guys!


    That's pretty cool And welcome!


    Quote

    I made maps especially with Sketchup (by the way, is it possible to share SketchUp work here?)


    You can show whatever you want. And if it's not gamedev related there's always (Extreme) Off-Topic

  • Advice about theoretical matters (Cs Go mapping)

    • Squad
    • October 8, 2014 at 11:21 PM

    Maybe a scenario where you have two regular bombsites, which would be the obious choice for Ts to go to. And then there is a third, which is really hard to reach, but if you can plant there, it's pretty hard for CTs to defuse the bomb. Big risk = big reward.

    For example, let's imagine MrP's de_mist. The third bombsite could be up in the sniper tower.

  • [CS:GO]de_zoo

    • Squad
    • October 8, 2014 at 4:00 PM
    Quote from Vaya

    fire me a message or an invite for the playtest if there's space.


    It's tonight. I added you on Steam.


    Quote from Spherix

    I just love those glass/metal railings to much. A note to this particular scene though, have you ever seen tiles slant like that? A subtle overlay of tile edge could sort that I assume


    I actually have tiny trims on the bottom and top of every ramp ... seems like I forgot the ones in the picture. Thanks for bringing it up

  • WIP in WIP, post your level screenshots!

    • Squad
    • October 8, 2014 at 3:54 PM
    Quote from ruarai

    1v1 map... maybe?


    Looks nice! Can we see a few normal shots?

  • Advice about theoretical matters (Cs Go mapping)

    • Squad
    • October 8, 2014 at 3:38 PM
    Quote from Deh0lise

    P.S I disagree with you all, it is possible to make a 5on5 map with 3 bombsites which is balanced (v.g bombspots with one entrance, big cover, far bombsite, different heights etc).


    Exactly. I definately wouldn't say it's not possible to make such a map and make it fun and balanced too. For example have two bombsites pretty close to each other and the third further away. There are more possibilities off course, but I think it's possible.

  • Flame in the Flood - Ex Irrational

    • Squad
    • October 8, 2014 at 1:14 AM

    That looks pretty cool! Love that soundtrack a lot. It somehow reminds me of the Into The Wild soundtrack by Eddie Vedder, maybe also because of the survival and wilderness theme?


    Backed (first time ever btw)

  • [CS:GO]de_zoo

    • Squad
    • October 7, 2014 at 3:04 PM

    Thanks guys

  • [CS:GO]de_zoo

    • Squad
    • October 7, 2014 at 1:53 PM
    Quote from Vaya

    can the mapcore server do a 5 Vs 5 game? Maybe on a non-playtesting day.


    I'd be up for it


    One is planned tommorow

  • de_manor (WIP name)

    • Squad
    • October 6, 2014 at 10:01 PM

    Great work I love the second shot particularly!

  • DE_SEASON

    • Squad
    • October 5, 2014 at 6:19 PM

    Congratz on the release, guys!


    Can't wait to give it a try

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