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Posts by Squad

  • [CS:GO]de_zoo

    • Squad
    • October 5, 2014 at 12:56 PM

    I'm pretty much ready for a 5 vs 5 playtest Did another clipping pass, with help from Exodus and Fnuggi. Thanks again!

    I changed the lighting to a warmer colour.


    [Blocked Image: http://users.telenet.be/gus/de_zoo26.jpg]


    These giant windows are now breakable. Should provide for some more interesting gameplay, like faking.


    [Blocked Image: http://users.telenet.be/gus/de_zoo27.jpg]


    Caustics! Although you can't really tell in this picture


    [Blocked Image: http://users.telenet.be/gus/de_zoo28.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo29.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo30.jpg]

  • de_manor (WIP name)

    • Squad
    • October 5, 2014 at 2:34 AM

    I love it! Lighting is great, a big improvement since the first pictures you posted

  • What I'm Working On

    • Squad
    • October 4, 2014 at 7:56 PM
    Quote from FMPONE

    Can anyone point out where the map uses Chinese characters? That's my bad.


    Sure, just send me the bsp.

  • Counter-Strike: Global Offensive

    • Squad
    • October 3, 2014 at 11:22 PM

    Cheers! It's indeed back

  • Counter-Strike: Global Offensive

    • Squad
    • October 3, 2014 at 8:57 PM
    Quote from tr0nic

    What was the previous gap between end of operation and start of a new one by the way?


    Phoenix ended June 11th and Breakout started July 1st.

  • Counter-Strike: Global Offensive

    • Squad
    • October 3, 2014 at 6:52 PM

    They removed the Workshop uploader tool from the SDK. Anyone knows how to upload now?

  • Counter-Strike: Global Offensive

    • Squad
    • October 3, 2014 at 2:03 PM
    Quote from El Moroes

    Yeah and this one too is welcome "— Fixed a bug where the Model Browser would become unresponsive"


    About time!

  • Games W.I.P Thread

    • Squad
    • September 30, 2014 at 5:35 PM

    That looks pretty cool!

    How did you move the two blue cubes in opposite directions though (second level)?

  • I have a question about the CS:GO levels.

    • Squad
    • September 29, 2014 at 1:21 PM
    Quote from Castle

    de_Airstrip was a map from Gearbox if I recall that we had to maintain and complete. I believe that was handled by Chris or MrClean, you may know his work in the quake 3 community. I ended up doing some basic stuff for game mode implementation at one point though.


    Airstrip was originally made by Chris "narby" Auty.

  • MapCore CS:GO Playtesting 4.0

    • Squad
    • September 29, 2014 at 12:56 AM

    I really liked this part of A. Great and interesting use of verticality for a bombsite imo. Can't really give much feedback on the rest of the map since we only played a few rounds and the radar was missing (radar is badly needed for playtests).

    But there's definately some potential here!


    [Blocked Image: http://i.imgur.com/29BEsm5.jpg]

  • [CS:GO]de_zoo

    • Squad
    • September 28, 2014 at 2:55 AM

    Thanks!


    Quote from FMPONE

    It looks good, the potential is there, but the lighting is quite flat right now. It needs some more drama and intrigue, get some nice color contrasts in there and some more true warm tones IMO, some of the shadowing also seems absent or a bit artificial.


    I guess you're talking about the outside areas? Any suggestions are welcome


    Quote from FMPONE

    I'd also be wary of displacement rock areas that are not physically realistic, defying gravity such as above that doorway.


    Do you mean the last picture with the big rock on the upper right tilting over? Or the the 3rd picture where there there is a large part tilting over horizontally? Either way, it should be noted that the rocks are "artificial" That being said, they're still supposed to resemble real rocks, so they should also look like real rocks to some extent.

  • [CS:GO]de_zoo

    • Squad
    • September 28, 2014 at 1:58 AM

    Some updates!


    This window, which was meant for Ts inside this hallway to be able to throw smokes and flashes, has been removed ...


    [Blocked Image: http://users.telenet.be/gus/de_zoo22.jpg]


    ... and has been replaced by a skylight window, which doesn't provide direct line of sight for CTs inside the hut, making Ts less vullnerable. It also makes it a lot harder for CTs to throw their nades through it since the skylight window is not visible to CTs.


    [Blocked Image: http://users.telenet.be/gus/de_zoo23.jpg]


    I replaced this part, which was made up of displacements and a few models before, by a modified stock prop.


    [Blocked Image: http://users.telenet.be/gus/de_zoo24.jpg]


    The piece of rock on the right may look a bit too angled though


    [Blocked Image: http://users.telenet.be/gus/de_zoo25.jpg]

  • de_havana

    • Squad
    • September 28, 2014 at 12:07 AM

    Really like it so far! The building in the 5th pic is just pretty great, I think I stood there looking for 2 minutes at the playtest warmpup


    Is it just me or has the layout changed a bit since the playtest? I'm talking about the left side on the radar.

  • What I'm Working On

    • Squad
    • September 27, 2014 at 4:25 PM

    Looks great as usual! Is this de_grace or yet another map you're working on?


    Love the background mountain especially. Is it in the 2D skybox or a transparant texture/model in the 3D skybox?

  • [Insurgency] Kandagal

    • Squad
    • September 26, 2014 at 12:19 PM

    Awesome! Good luck with the contest

  • Counter-Strike: Global Offensive

    • Squad
    • September 25, 2014 at 11:42 AM

    This one is great!


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  • CSGO Map Tournament Enquiry

    • Squad
    • September 25, 2014 at 11:10 AM

    It depends if it's just the layout that needs to be finished in 6-8 weeks or the whole map with finished visuals etc. If it's the latter, then 6 months would be more realistically, as FMPONE already said.

    I also wonder what organization it is.

  • Counter-Strike: Global Offensive

    • Squad
    • September 24, 2014 at 2:14 PM

    Seems like competitive to me. Good stuff

  • [CS:GO]de_zoo

    • Squad
    • September 23, 2014 at 2:08 PM

    Thanks, Niller! You're bringing up some good points.


    Quote from Vaya

    I would bring the open water down a bit too so you can't look through the surface anymore. It does weird things to the viewmodel


    Do you mean the water at A site? It used to be semi-opaque, but you couldn't see the bomb anymore if it was dropped in the water. That water is still WIP btw.

  • [CS:GO]de_zoo

    • Squad
    • September 23, 2014 at 12:14 PM

    Thanks, guys!


    I'll address those points. Vaya, the FPS drops are only occuring at A? Or more parts of the level?


    jackophant: I'll probably request a 5vs5 with a more competitive setup, if that's possible.

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