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  3. mr.P

Posts by mr.P

  • (cs:go) de_mist

    • mr.P
    • March 10, 2014 at 9:03 PM

    just checkin if ya'll are sleeping

  • (cs:go) de_mist

    • mr.P
    • March 10, 2014 at 5:21 PM

    thanks!


    added some fast tactic images, might do a few more, just to ease people in the layout


    [Blocked Image: http://cloud-2.steampowered.com/ugc/3281175896880660758/DDE64A7833F76861F0EEBCEF8F00D2620C2C7C15/]


    [Blocked Image: http://cloud-3.steampowered.com/ugc/3281175896885158300/D41AE90417DFCEDB952C384645BE460E769CD76C/]

  • (cs:go) de_mist

    • mr.P
    • March 10, 2014 at 1:35 PM

    thanks

  • (cs:go) de_mist

    • mr.P
    • March 9, 2014 at 7:41 PM

    de_mistSwedish radar station, Hotbilden mot svenska intressen är hög när larm kommer att en signalspanings anläggning är under belägring! Svenska kartor till svenska spelare! Been wanting to do a bunker level for a while, this is it; On a rainy misty night the local Radar Station is under siege! Tweaked for 5v5 but has 24+ spawns Custom conten by myself, feel free to use it (as long you cred me) Thanks to MikeW, Will2k, facepunch, mapcore and buffering.me community! Known issues: a few warnings in console when loading the level - nothing to worry about Link to the workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=236706599 [Blocked Image: http://cloud-3.steampowered.com/ugc/3281175896858386111/D6A07A2627E5740E83BFFB4B20B4E3AC232003C8/] [Blocked Image: http://cloud-4.steampowered.com/ugc/3281175896858383132/5A692EDC67F1368E4653307F8C15D4593778903B/] [Blocked Image: http://cloud-3.steampowered.com/ugc/3281175896858391270/1B148A2E19C502F049D2602B0484C20E6D2240A9/] Tspawn[Blocked Image: http://cloud-4.steampowered.com/ugc/3281175896858397413/9B13C32212FD0103241D1E608F6981A0AE670150/] Entrance[Blocked Image: http://cloud-3.steampowered.com/ugc/3281175896858419756/6BEF337A4567F1AB3CB62A7F45CE93576076696E/] Front[Blocked Image: http://cloud-3.steampowered.com/ugc/3281175896858403491/283916B6321BD9858DCBCE75491A1D04745A226D/] Garage[Blocked Image: http://cloud-2.steampowered.com/ugc/3281175896858411922/D601350DC1089D63F4206830EED606F9621952C2/] Side[Blocked Image: http://cloud-4.steampowered.com/ugc/3281175896858569267/963E3C47314571D529D8F79C1870460F8F9D7579/] Catwalk[Blocked Image: http://cloud-4.steampowered.com/ugc/3281175896858425397/DC17F83548EE0E603E0D6FD50C4270561895E261/] Catwalk[Blocked Image: http://cloud-3.steampowered.com/ugc/3281175896858427885/FEB0EBA61A5BC4C1F66A9DE93E084CB0779AADBC/] Catwalk[Blocked Image: http://cloud-2.steampowered.com/ugc/3281175896858430080/17362EC0BD7F27E1CB75314A0CCD040A4853B710/] Connector[Blocked Image: http://cloud-4.steampowered.com/ugc/3281175896858433241/F0729CD4F9FF8340FE714EECC48F1C4A56B07460/] Elevator[Blocked Image: http://cloud-3.steampowered.com/ugc/3281175896858435681/8083264F20F3A2B8582C2AEDAC150E65694A179E/] Elevator[Blocked Image: http://cloud-2.steampowered.com/ugc/3281175896858438977/4AEC3EFD4AD710E4202F823AE6DF2C6D1B9FDD50/] Elevator[Blocked Image: http://cloud-4.steampowered.com/ugc/3281175896858441014/2944C928DF3C4CED6330EED167963ED940940536/] Ladder[Blocked Image: http://cloud-2.steampowered.com/ugc/3281175896858447239/02A5EE4B5BFDA88A16BF5678A5C1D9C970FFD402/] Middle[Blocked Image: http://cloud-4.steampowered.com/ugc/3281175896858449773/C45A06BD054D55CE0AA92E0E9198B46DDB7C9B41/] Short stair[Blocked Image: http://cloud-3.steampowered.com/ugc/3281175896858452851/F1AFE50A290B306B8C2584A0A00C5132E34C950A/] B-site[Blocked Image: http://cloud-3.steampowered.com/ugc/3281175896858458728/72B78D4AC0241623E1B9D664EC89BE0796271698/] B-site overview[Blocked Image: http://cloud-3.steampowered.com/ugc/3281175896858460956/3DFB6DC632DE533179BE2ED088E2C6F7DF90D055/] Backway[Blocked Image: http://cloud-4.steampowered.com/ugc/3281175896858465999/270810C70437AB792B68B940EBC64ED0EFD14FC8/] A-site[Blocked Image: http://cloud-4.steampowered.com/ugc/3281175896858468584/916287DC8CAF8C3094C19FDEC5492BC5A209EFC8/] Snipers nest[Blocked Image: http://cloud-2.steampowered.com/ugc/3281175896858471210/0D1326E6584C62A28A87F22D5F3758C14200BBF3/] Outside[Blocked Image: http://cloud-4.steampowered.com/ugc/3281175896858485582/5237E0515D4C0B7913365CAAD606FF07B620E10F/] Outside long[Blocked Image: http://cloud-3.steampowered.com/ugc/3281175896858488175/4D32D23E27FFE936C3A187908B903AE143B061E4/] Overpass[Blocked Image: http://cloud-2.steampowered.com/ugc/3281175896858490918/64E2615939EEA37D38A3580C8D9B627AD9488792/] Stairs[Blocked Image: http://cloud-3.steampowered.com/ugc/3281175896858494935/67892462A26312893B67193291C8F28C08AD849E/]

  • DE_CROWN wip by FMPONE and Volcano

    • mr.P
    • March 8, 2014 at 9:35 PM

    announcement in pcgamer....like a fucking boss!


    been playing so much cache, cant wait to get my ass kicked on this!

  • [CS:GO] De_Japan (WIP)

    • mr.P
    • March 6, 2014 at 10:27 PM

    love those reference images!


    perhaps adjust ct spawn slightly, looks like they could rush mid and lock all roads to b, i.e snipe t in the back

  • WIP in WIP, post your level screenshots!

    • mr.P
    • March 2, 2014 at 7:49 PM

    new outside

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


    new A site (inside)

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


    new skybox #1

    [Blocked Image: http://i.imgur.com/0wSGM52.jpg]


    new skybox #2

    [Blocked Image: http://i.imgur.com/e46V0Y9.jpg]


    some propping left, n navmesh and all that shiet...

    probably change the skytexture


    and fix radar dome and antenna

  • WIP in WIP, post your level screenshots!

    • mr.P
    • February 28, 2014 at 5:20 PM

    svenska banor till svenska spelare!


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

  • Respawn Entertainment's - Titanfall

    • mr.P
    • February 26, 2014 at 5:01 PM

    anyone know when/if they are going to release mod tool for this?

  • MapCore Job Census

    • mr.P
    • February 26, 2014 at 4:10 PM

    Avalanche Studios - NYC - Senior developer, Wold design


    (know we have a few more people from Avalanche here, but they will have to confirm them self)

  • Something new for CS:GO SDK

    • mr.P
    • February 26, 2014 at 4:06 PM
    Quote from reltham

    Also, multiblend should not be used in CS:GO,


    made me cry, sounded like such an amazing feature to break up semi large landscape features,


    never mind this, 4-way blend is the way to go, yay!

  • WIP in WIP, post your level screenshots!

    • mr.P
    • February 25, 2014 at 4:03 PM
    Quote from Squad

    Looking great, mr.P!


    I'm not sure about the fog. The more I look at it, the more I wonder if it looks "right"

    Could be the pics maybe, but just behind the map the fog turns into a solid wall (are you using it for VIS blocking perhaps?). I think it'd look better if you could see some distant objects through it. Either by increasing maxdistance or by throwing some silhouettes at the horizon in some places (ie: pic below)


    Oh, and those red lights on the crane tower/telecom pole are a bit weak from a distance.


    Looking forward to more progress


    [Blocked Image: http://i.imgur.com/i3gpQXs.jpg]

    Display More


    you are right about the fog, it looks absolutely shit! still working on the skymap, the idea is to have a nearby naval base in a fjord-like canyon that leads to the sea, will also increase the distance, but keep the bluish tint since it's suppose to be mist,

    the yellow-vertigo tower is a placeholder, at first I was hoping I could use it - of pure laziness; but it's to low res, so will make my own instead,

    same goes for the radar-dome (think somebody else mentioned it) - it's a placeholder and will be replaced

  • WIP in WIP, post your level screenshots!

    • mr.P
    • February 24, 2014 at 10:25 PM
    Quote from 3Dnj

    Nice idea ! I'm just not a fan of the lighting. The reddish door light is just so overused.


    ye know, thats pretty much what I've been thinking since I added 'em; we had red light on some exteriors in the army, harder to see in distance, even tho it's probably the most overused color in games - and one the hardest light to make look good, don't think I'm the person to tackle that

    might change it to violete or indigo but that might make it look like a pornshop, we'll see, will test some more at some point - and probably change it

  • WIP in WIP, post your level screenshots!

    • mr.P
    • February 24, 2014 at 4:25 PM

    thanks all,


    veeblur, just been copy pasting light in some areas to check visibility, will spend some more time on those sexy shadows once the level is close to final, save the best for last


    been discussing (with myself) whether or not the outside should be lit more, since it's supposed to be a bunker-like complex I'd wanted the outside to be as subtle as possible, the options are; keep it current - harder for snipers, fake lights to ease visibility or/and add some flood lights - this would make the base feel more majestic...still haven't decided, we'll see by the end of the week


    however in its current state player silhouettes are an easy read

  • WIP in WIP, post your level screenshots!

    • mr.P
    • February 23, 2014 at 11:55 PM

    got some time over this weekend, adding a few wip from my latest level,


    left to do: fixes, fixes, fixes


    CT spawn

    [Blocked Image: http://i.imgur.com/64UV63j.jpg]


    catwalk from ct spawn to vent

    [Blocked Image: http://i.imgur.com/i3gpQXs.jpg]


    catwalk T side

    [Blocked Image: http://i.imgur.com/3XC9aAS.jpg]


    T side yard, access to catwalk, garage, boost or side

    [Blocked Image: http://i.imgur.com/Xz1gGEM.jpg]


    near T spawn

    [Blocked Image: http://i.imgur.com/7JL392f.jpg]


    Tside

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


    Asite

    [Blocked Image: http://i.imgur.com/Oo2Jcar.jpg]


    vent

    [Blocked Image: http://i.imgur.com/5tNoYh2.jpg]


    garage

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


    not final compile...

  • [CS:GO] de_mesa (W.I.P)

    • mr.P
    • February 23, 2014 at 4:56 PM

    there is a pretty cool COD desert level with similar theme, think its called Octane, have a look at that for inspiration,


    been waiting for a de_ map for GO that fills the slot good ol' westwood did for Source!


    GL looks good

  • WIP in WIP, post your level screenshots!

    • mr.P
    • February 21, 2014 at 9:10 PM
    Quote from Squad

    Cool setting


    This is just a guess, but if you'd define a custom player model in the .kv file and make sure everything is pakratted, it might work?


    Also, there is a grey SAS model, it's just not used in official content:


    [Blocked Image: http://users.telenet.be/gus/Grey%20SAS%20model.jpg]

    Display More


    thanks, there is hope...


    one more wip of my crossmix level of prodigy-facility and good ol' gasworks, doesn't show much but:

    got some props and lights going,

    added the possibility to walk on all the roofs and a sniper platform half the way up the antenna (made the map approximately 100000% more fun)

    changed and added a few routs after last playtest


    release within a few weeks,

  • DE_BROOKTOWN

    • mr.P
    • February 20, 2014 at 10:49 PM
    Quote from will2k

    Thanks everyone for your support


    D3ads, @ mr.P: Thanks for your kind and motivational comments, greatly appreciated and really glad you enjoyed the map.


    I had a crazy idea yesterday: Brooktown being the sequel to east borough, made me think that I need to close the loop with a trilogy and it makes sense actually.


    East Borough backstory: several undercover cops went missing after their cover was blown during a botched drug deal with the local gang. Intel shows they are being held at an auto repair shop in West 137 street. The gang members are armed and dangerous and the threat of executing the officers is very serious.


    Brooktown backstory: The SWAT team managed to raid the gang hideout and rescued the captive undercover cops while inflicting heavy damage to the gang's infrastructure. The remaining gang members are seeking revenge and will attempt to bomb the city hall or the police headquarters. The neighborhood is closed and the battle is about to begin.


    I am thinking the logical backstory to the third map in the New York City trilogy would be along these lines: The gang members reached the City Hall (bombsite B) but were unable to successfully plant the bomb. Instead they barricaded themselves inside the building with several civil servants held as hostages. SWAT team has to infiltrate the city hall, rescue the civilians and put an end to the remaining gang members once and for all.


    Although I'm pretty tight on free time these days but I think it should work


    Thoughts?

    Display More


    sounds like the third one would have more indoors, like a boss, good idea!


    if you need any downtown manhattan textures/pictures for ref etc I'll hook you up! been thinking of borrowing the office camera and go nuts...just need a push to get my fucking thumbs out from ass

  • CS:GO Workshop: Weapon Finishes

    • mr.P
    • February 19, 2014 at 3:16 PM

    if you are into spritual shiet etc, camael - destroyer of worlds


    [Blocked Image: http://cloud-2.steampowered.com/ugc/666831315136064533/C944F5B8462E5AE53BA4A658B80DFEF0EC63008E/]

  • DE_BROOKTOWN

    • mr.P
    • February 19, 2014 at 3:13 PM

    fucking love it!

    first map on the workshop that I couldn't stop playing for hours, usually check out the maps for 10-20 min, then play it with bots for 20-30 min, but on this one I was stuck for the majority of the night!


    played it on one of those shitty-ass $800 windows8 laptops, usually run into fps problems, but not on this map!


    everything felt so familiar, it took me a while to see the dust2 resemblance, might have been bc I was a lil bit drunk etc; but that just made me love the map even more...after all the countless hours spend in east_borough this is the perfect followup!

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