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  3. cincinnati

Posts by cincinnati

  • WIP in WIP, post your level screenshots!

    • cincinnati
    • July 4, 2013 at 5:52 PM

    don't forget to modernize the fov when implementing the player models...

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

  • [CS:GO] de_cheesefire

    • cincinnati
    • July 2, 2013 at 5:13 PM

    your maps are always so charming.

    congrats on the win.

  • What have you watched recently?

    • cincinnati
    • June 30, 2013 at 4:37 AM

    this is the end

    got a lot of hype from friends, so i thought it would probably fall below my expectations.

    exceeded them hilariously.

  • De_ruins

    • cincinnati
    • June 20, 2013 at 2:40 AM

    great stuff.

    pretty funny that watermelons look like easter eggs IRL!

  • de_ali (working name)

    • cincinnati
    • June 20, 2013 at 2:36 AM

    i thought for sure that starting a new subscription would give you a big, and deserved, boost, and hope it does, in the end.

    it would be nice if there was a way that updates (or big updates, like your last one) could get some visibility through some sort of tab or dedicated space on the home page.

    map looks great, those beams are still ridiculous

  • Respawn Entertainment's - Titanfall

    • cincinnati
    • June 14, 2013 at 3:12 AM

    !

    you go, source.

  • Respawn Entertainment's - Titanfall

    • cincinnati
    • June 7, 2013 at 3:56 AM

    zeno clash

  • Wolfenstein Returns?

    • cincinnati
    • May 29, 2013 at 8:58 PM

    "really nice physics"

    good to see they've put that bit into the engine.,,

    looks great, all around.

  • SOUQ

    • cincinnati
    • May 29, 2013 at 8:52 PM

    yeah, that street was a pain in the neck, as it moves up, down, and around through length of the map into the skybox...

    most of it turned out well, but it does get a little unbelievable there.

    thanks for the support, (subscriptions,) upvotes and favorites are appreciated if you think they're deserved. the workshop doesn't really have a built-in system that encourages visibility when you update a map that's already on there.

  • SOUQ

    • cincinnati
    • May 28, 2013 at 7:28 PM

    hi guys,

    i think i've gotten this to a state where it's time to start posting it beyond mapcore, and hope you'll take the time to subscribe to and check it out.

    it's undergone selective gameplay adjustments and very extensive cosmetic work since the last version.

    i'm generally satisfied with the layout. however, i'm still playing with smaller scale details like spawnpoints, visibility, and cover.

    it's a bit more expansive than the typical map, and was designed with player-counts of 16-24 people in mind.

    check out more screenshots and the map, itself, [urlhttp://steamcommunity.com/sharedfiles/fi…s/?id=177870384.

    THANKS!

    [Blocked Image: http://i.imgur.com/yYL6UYK.jpg]

    [Blocked Image: http://i.imgur.com/59fqN2Z.jpg]

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

  • Peter Molyneux's latest epic game

    • cincinnati
    • May 28, 2013 at 3:10 PM

    omg

    so there is going to be a god of gods? i hope that god has a god.

    god damn.

  • Playstation 4

    • cincinnati
    • May 25, 2013 at 3:51 AM

    looks like it's made of recycled intellivision cartridges.

  • Call of Duty: Ghosts

    • cincinnati
    • May 22, 2013 at 10:02 PM

    Dollar of Doodie.

  • MapCore CS:GO Playtesting 3.0

    • cincinnati
    • May 22, 2013 at 4:21 AM

    de_ali

    can't speak to gameplay, but i ran around on it and think it's looking great...

    the only big thing that stood out were the beams over that curving stair. really out of scale. if you gave them a purpose, it would probably answer itself, but right now they neither provide shade or structure and just look alien.

    also, i like the coded orange arch for bombsite B. site A does have the church facade, but coming from B, you don't see it, and what you do see is pretty nondescript. maybe get more strategic with the color and the trim there (and on the church facade) to equalize things.

    really nice update.

  • [CS:GO] de_convention

    • cincinnati
    • May 21, 2013 at 10:28 PM

    i don't disagree, but your comment was about initial timings, and that second chokepoint at A on d2 isn't really an issue of timing.

    given your observation about it, though, it seems like a good way to think about what the timings that are already in the map might alternatively need, rather than changing the timings themselves.

  • [CS:GO] de_convention

    • cincinnati
    • May 21, 2013 at 7:50 PM
    Quote from barrakid

    Have you tested the timings? It seems like the Ts will take much longer than the CTs to reach the bombsites and that will put the chokepoints in the middle of the map between the T spawn and the bombsites. Ideally they should be closer to the bombsites.

    Take a look at bombsite B on dust2 for example, if both teams rush that bombsite they will meet in the tunnel that connects the bombsite to the dark hall and whoever wins the battle there has easy access to the bombsite, you should aim for something like that.

    that being said, site A chokepoint on d2 is halfway between the site and t spawn and is the site that Ts seem to prefer.

  • cs:go map editing help

    • cincinnati
    • May 21, 2013 at 7:45 PM
    Quote from dax

    Ok, I did give it a try, but I'm also a little confused about how to appropriately use this effect D :

    I would ideally like for the player to be able to avoid getting flashed if he takes appropriate cover. Too bad the flashbang_projectile thing is so confusing :/

    won't work for that purpose, sorry.

  • cs:go map editing help

    • cincinnati
    • May 21, 2013 at 4:09 AM

    look into using a triggered env_fade with a white color and appropriate in/out times to stand in for the flash.

    this is probably only reasonable for single-player, though, as it will otherwise affect everyone on the map.

  • Metro: Last Light

    • cincinnati
    • May 14, 2013 at 3:18 AM

    i think he got ripped from the main game.

  • Random Photo Thread

    • cincinnati
    • May 14, 2013 at 3:09 AM

    frankfurt am infinite.

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