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  3. mr.P

Posts by mr.P

  • [CSGO] de_contract

    • mr.P
    • February 19, 2014 at 3:00 PM

    fucking love bunkers,


    working on a bunker-like level myself, if you need some custom textures and decals I can always hit you up with the ones I've got when I'm done...

    7 floor inside/outside

    8 walls inside/outside

    1 trim

    10 decals

    and a shitload of blends


    imo; day 3 you should have iteration 3 of the layout ingame...I also like drawing the layout, but find it so much easier just doing it in the editor,


    anyways, looks like a interesting layout!

  • WIP in WIP, post your level screenshots!

    • mr.P
    • February 18, 2014 at 9:42 PM

    latest wip (veeeery wip),

    its a early misty morning and the local radar station is under attack,


    custom content by myself, resource: cgtextures

    big thanks to will2k for assisting me with the textures


    ...playtest proved it fun, now it just needs to get dressed and lit the fcuk up


    also, anyone know if its possible to add custom player and weapon skins to a level?

  • cs_rush

    • mr.P
    • January 28, 2014 at 7:13 PM
    Quote from PogoP

    Looks ace dude, good job.


    My only crit is that some of the houses look very, very dark when in shadow. That may cause gameplay concerns as player models may not be very visible. It might just be a contrast thing, in your post processing/colour grading. Might be worth looking at!


    ended up adding lights to the houses, got so fu***ing sick of being shot from the inside wo seeing 'em, think I took the pictures before that update, but the screens doesn't do the map just , feels better in-game

  • cs_rush

    • mr.P
    • January 28, 2014 at 3:15 PM

    so...my second map for CS:GO, not my second map in life,

    had a bomb/defuse layout of the map going but decided to switch to good'ol hostage/rescue, since its a better fitting objective for the theme of the level,


    Been live at the workshop for almost a week now and think I fixed all bugs (however, I still cant get the occluders to work in CS:GO)


    http://steamcommunity.com/sharedfiles/fi…s/?id=219295593


    Some screens, staring with the Overview:


    [Blocked Image: http://cloud-3.steampowered.com/ugc/3281171992629420483/0A3C9ABE8D83538107F9763DDF51C9C40EDDD2BF/]


    Backyard/backway


    [Blocked Image: http://cloud-4.steampowered.com/ugc/3372369801655405748/01CB48AF741C0EA01C43A57EC2F19A4DEDF11E2C/]


    CTspawn and River


    [Blocked Image: http://cloud-2.steampowered.com/ugc/3372369801655408346/055AECA603FA59D4136944279CCD45EE8DBCEB85/]


    Secondmid/Middle/Water


    [Blocked Image: http://cloud-4.steampowered.com/ugc/3372369801655398726/9EA7A809D5F28DB1870656F03D2977C6DEC1913D/]


    Side/Sidealley/Truck


    [Blocked Image: http://cloud-3.steampowered.com/ugc/3372369801655412038/79718BE5B92612133C35A0708C3FC205E114BA67/]


    Topofmid/Middle


    [Blocked Image: http://cloud-3.steampowered.com/ugc/3372369801655415350/CECEA57E5E3FAD61A2DE9228DEDDFF2B3DC4355A/]


    Truck/Side


    [Blocked Image: http://cloud-4.steampowered.com/ugc/3372369801655423699/54A75F14B9EE754F67AE91508B757AF9D3F8DD36/]


    Tspawn


    [Blocked Image: http://cloud-4.steampowered.com/ugc/3372369801655420773/D43A243D0D8BC032119AA42890FBA28BB9A21D4E/]

  • WIP in WIP, post your level screenshots!

    • mr.P
    • January 22, 2014 at 7:23 PM
    Quote from KungFuSquirrel

    That looks MUCH better, nicely done!


    You should get a clean thread up with fresh shots in the Work Release forum so I can tweet the hell out of it


    sounds good,

    I'll make a post later, need to clean up a few bugs and do some optimization

  • WIP in WIP, post your level screenshots!

    • mr.P
    • January 21, 2014 at 6:47 PM

    updated light, you can test the map at the workshop...should be live any minute now, enjoy

  • WIP in WIP, post your level screenshots!

    • mr.P
    • January 20, 2014 at 11:58 PM
    Quote from Seldoon182

    Hey bud ! Made a paintover. Play more with ligthing


    [Blocked Image: http://i.imgur.com/6BiedTu.jpg]

    [Blocked Image: http://i.imgur.com/eLkmbR2.jpg]


    yeah, might play some more with the colors, wanted to get a feeling like this (attached picture) but might need more vegetation,

  • WIP in WIP, post your level screenshots!

    • mr.P
    • January 20, 2014 at 9:03 PM

    [Blocked Image: http://i.imgur.com/zb8ZFAm.jpg]


    layout to my next level cs_rush, prob ready for a first release later tonight,

    ct must rescue some npc from some serious t snuggles...


    [Blocked Image: http://i.imgur.com/6BiedTu.jpg]

  • WIP in WIP, post your level screenshots!

    • mr.P
    • December 14, 2013 at 5:05 AM

    thanks,


    baboon: started the layout with blocks, then made a easy raw, added some erosion to it, then brought it back to source and modified it, every thing in the playable area is by hand - its not a large map so didnt take too long, I find it semi hard to preserve any decent heightmap details once you start blobbing with the displace tool in source, all n all the map is 99% heightmap the only instances made from bps will be the buildings,

    playable area has density 3, skybox 4,

  • WIP in WIP, post your level screenshots!

    • mr.P
    • December 14, 2013 at 12:20 AM

    somewhere in the jungle; the good guys must rescue some treehugers from the bad guys...


    will hide the seams with the big aztec trees


    [Blocked Image: http://i.imgur.com/ZOoWoj1.jpg]

  • What was your first ever map?

    • mr.P
    • December 6, 2013 at 7:07 PM

    a big skybox map that covered (from what I remember) the entire grid in good 'ol WorldCraft, with the same size func_breakable floor with glass texture, 1 shot cause the game to crash...had no idea why

  • (CS:GO) Arms Race/Demolition - 2 maps

    • mr.P
    • December 6, 2013 at 7:02 PM
    Quote from blackdog

    A bit too much distorsion for the large fov... i feel sea-sickness coming

    Maps are looking nice.

    I dig Arms Race a lot, at the beginning was the only thing i was playing; i don't think maps need to be symmetric to work well.


    hahaha yeah, perhaps, first time I used the ps panorama feature...might have gone a bit insane

  • (CS:GO) Arms Race/Demolition - 2 maps

    • mr.P
    • December 6, 2013 at 1:50 PM

    hi,

    have modified my map de_heat and converted them into two other maps - one Arms Race and one Demolition, I've also updated the original Heat with some details etc...anyways,

    been playing them quite some while to find all chockepoints etc, and they both feel fairly good, I think anyone with HLDM background (or any DM background) can do very good Arms Race maps - I like the game mode more than I thought I would...


    Heat Ruins (Arms Race/Deathmatch)

    http://steamcommunity.com/sharedfiles/fi…s/?id=201142471


    [Blocked Image: http://cloud-3.steampowered.com/ugc/490061756493239926/4F62C034663F971D763CB124808D55C168A64E34/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/490061756494068847/AE46C261E767E459006B146DCE3AF5255520422C/]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/490061756494074308/F29723BD7EA7D8B580FA05E81A157EA110B7BBCE/]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/490061756493247183/BF432165AE0FF8681FA5988D0CDAA025273060F7/]


    Long Heat (Demolition/Deathmatch)

    http://steamcommunity.com/sharedfiles/fi…s/?id=201142144


    [Blocked Image: http://cloud-2.steampowered.com/ugc/490061756493194060/7E8DF7A310A27A2C3BC9972C3B9AFA2DD2430507/]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/490061756493211457/CC3EB4F782B43D10ABD119C7376CC6651C9743E4/]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/490061756493209219/F0B78595B0B91DF3C8E11455BF8D802E8A0B9DFC/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/490061756493221163/7FEE300A67D305595FB8A881449608AEAF36B455/]


    If you are familiar with these two game modes I'd be happy if you could provide any feedback!

    Thanks!!!


    GGS

  • CS:GO - CS/DE_WarmBlow

    • mr.P
    • December 5, 2013 at 7:05 PM

    love the setting! Good job!


    I would love to see a good 'ol sewer from CT spawn that leads to a basement or similar

  • CS:GO - Heat (bomb/defuse)

    • mr.P
    • November 21, 2013 at 2:01 PM
    Quote from FrieChamp

    mr.P = legend! Welcome back!


    thanks mate!

  • CS:GO - Heat (bomb/defuse)

    • mr.P
    • November 20, 2013 at 3:03 PM

    hi, updated the map (and the screen shots)


    http://steamcommunity.com/sharedfiles/fi…295&searchtext=


    d3ads, changed the rebar some something similar to what you suggested, think it worked out ok,

  • [CS:GO] De_marquis

    • mr.P
    • November 18, 2013 at 2:38 PM

    looks nice, a sewer might be cool

  • Indiegame - Hammerwatch beta/demo

    • mr.P
    • November 18, 2013 at 2:30 PM

    Grattis! ++


    lagt till i min wishlist!

  • CS:GO - Heat (bomb/defuse)

    • mr.P
    • November 17, 2013 at 7:49 PM

    d3ads! long time no see!


    Yeah, totally agree with you! those rebar could need a update, in the cs:s version of the map rebar was complimented with metal sheets, was trying to make it look like make shift covers from welded rebars with sheets of metal, but without the metal sheets it doesnt really work


    thanks


    Quote from D3ads

    OMG MR P!!!!1111111


    Nice looking map mate, definately got that Insurgency vibe as MaK said!


    My only issue is the wierd rebar damage in this shot;


    [Blocked Image: http://i.imgur.com/A06eF9Xh.jpg]


    Rebar is straight and overlaps in a criss-cross pattern, so the parts of it where it meets the ends of the wall will not bend at such a sharp angle like they do in the above shot, see here;


    [Blocked Image: http://texturelib.com/Textures/concrete/damaged/concrete_damaged_0004_01_preview.jpg]

    [Blocked Image: http://cdn.c.photoshelter.com/img-get/I0000mT348Ia1Ilo/s/750/750/05WHI-20105.jpg]


    Hope that helps

    Display More
  • CS:GO - Heat (bomb/defuse)

    • mr.P
    • November 16, 2013 at 4:22 PM
    Quote from MaK

    I'm getting an Insurgency vibe from this. Will definitely check it out!


    Edit: One problem I had with the map, and I don't know if this was intentional or not, was that in many places the skybox above buildings blocked off some good smoke/grenade tactics. Also I found you bombspot design pretty bizarre, but I have no idea it could work out really well, I didn't get to play with actual people. The rest seemed pretty solid, very cool and interesting layout.


    Thanks for taking the time to test my level Mak!

    I was hoping that the height of the buildings would sell the fact that you can't grenade over, however you bring a interesting fact to the table,


    I love playing the tactical CS game - with smokes and flashes, many of the walls leading into any major area has been tested and tweaked to allow easy walling of smokes and flashes...it's very hard to find all of the potential pros and cons for each team leading into a area without some good testing, same goes with covers, after the first few solid hours of testing (with 20-44 people) I think the majority of the covers was slight changed,

    However nobody brought up the fact that you couldn't roof throw grenade (as seen in long A dust2), and that made me somewhat confident that the height of the buildings was high enough to sell this illusion!


    When I get time I will do a offline version and try it out! Thanks for pointing it out!


    About the bombspots, from the beginning this map had good'ol regular bomb sites (crate style), but ended up feeling that it would be to generic, I also wanted to give a more themed bomb scenario.

    We play this map 1-2 times per night with 10-44 people and I've never noticed any issues with the size or design of the bomb sites (even if it was a slight concern),


    Regarding Insurgency, I'm afraid I do not know what that is, but I'll take it as a compliment!

    However, working w a few people from the MW-series and they think the map feels very "MW"ish

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