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  3. borgking

Posts by borgking

  • MapCore CS:GO Playtesting 4.0

    • borgking
    • May 25, 2014 at 3:41 PM

    I prepared the map file for today:

    https://dl.dropboxusercontent.com/u/22791159/de_acceleration_v09.rar

  • MapCore CS:GO Playtesting 4.0

    • borgking
    • May 24, 2014 at 2:39 PM

    Since I got time tomorrow I would like to reserve a slot, and have a playtest again.

  • MapCore CS:GO Playtesting 4.0

    • borgking
    • April 22, 2014 at 6:42 PM

    Hi guys, here is my map file:
    https://dl.dropboxusercontent.com/u/22791159/de_acceleration_v08.rar

  • [CS:GO] de_acceleration

    • borgking
    • April 9, 2014 at 6:22 PM

    "Geneva, Switzerland: It took long years and billions of franc, but finally the new particle accelerator is finished. The worlds most briliant physicists are expecting new insight on how the world works. Though there is a small minority that fears the experiments might go wrong and create a black hole: A singularity capable of destroying the entire planet earth. Mobilizing concerned citizen into spending money, they hire a group of professional mercenarys to break into the CORE research facility and prevent the upcoming doom..."


    Current Status:
    Layout:

    [Blocked Image: http://svenmonhof.de/foren/core/layout_routes.jpg]

    Bombspot A:

    [Blocked Image: http://svenmonhof.de/foren/core/bombspot_a.jpg]

    Bombspot B:

    [Blocked Image: http://svenmonhof.de/foren/core/bombspot_b.jpg]

    Tunnel:

    [Blocked Image: http://svenmonhof.de/foren/core/tunnel.jpg]

    CT-Spawn:

    [Blocked Image: http://svenmonhof.de/foren/core/ctspawn.jpg]

    T-Spawn:

    [Blocked Image: http://svenmonhof.de/foren/core/tspawn.jpg]

    A-Approach:

    [Blocked Image: http://svenmonhof.de/foren/core/approach_a.jpg]

    B-Long:

    [Blocked Image: http://svenmonhof.de/foren/core/long_b.jpg]


    Thanks to the Mapcore CS:GO playtesting the layout has evolved quiet a lot through the iterations. I am exited to find out how it is going to develop...

  • MapCore CS:GO Playtesting 4.0

    • borgking
    • April 3, 2014 at 11:54 PM

    Thanks everyone for the playtest and the feedback. I am going to implement a lot of changes the next few days.
    Also I would like to reserve a slot on Tuesday, the 22nd.

  • MapCore CS:GO Playtesting 4.0

    • borgking
    • April 3, 2014 at 8:02 PM

    Finished packing my map, here it is: https://dl.dropboxusercontent.com/u/22791159/de_core_v07.rar

  • MapCore CS:GO Playtesting 3.0

    • borgking
    • March 28, 2014 at 2:36 PM

    I would like to have Core tested again on thursday the third.


    Quote

    I couldn't find a topic for this map, but in my search I did find another de_core [ ] so maybe rethink the name (fission, reactor, boson?) to avoid confusion and make a new topic for further discussion.

    I know, I only keep Core as a workingtitle, until i find another name.

  • MapCore CS:GO Playtesting 3.0

    • borgking
    • March 25, 2014 at 9:15 PM

    Thanks to everyone for participating in this playtest and especialy for your feedback.

  • MapCore CS:GO Playtesting 3.0

    • borgking
    • March 25, 2014 at 4:50 PM

    I would like to seize that oportunity for de_core


    /edit:

    Download: https://dl.dropboxusercontent.com/u/22791159/de_core_v06.rar

  • MapCore CS:GO Playtesting 3.0

    • borgking
    • March 9, 2014 at 7:33 PM

    Alright, the map can be downloaded here:
    https://dl.dropboxusercontent.com/u/22791159/de_core_v05.rar

  • MapCore CS:GO Playtesting 3.0

    • borgking
    • March 5, 2014 at 12:08 AM

    It has been a while since i tested my map, so I would like to have it tested on Sunday.

  • MapCore CS:GO Playtesting 3.0

    • borgking
    • January 19, 2014 at 9:59 PM

    Thanks everyone for playtesting!

    Sadly my pc crashed in the first half, so i missed a big part of the testing.

    The following notes i have written down during the playtest:

    • mid is not tactical, but a pure deathmatch platform (going to redesign that)
    • tunnel might be too thin
    • other pathes are too thin too
    • t-spawn too dark
    • bombspot a needs more free movement
    • bombspot b needs more cover
    • t-spawn warehouse exit is rarely used since it is not seen by most players
    • might add in another entrance to b form ct-spawn
    • clip of the shelfes in the warehouse
    • block campercorner below the lower terrorist entrance on a

    I would be very thankfull if you can add your inputs and opinions.

  • MapCore CS:GO Playtesting 3.0

    • borgking
    • January 18, 2014 at 10:47 PM

    Thanks everyone for playtesting last sunday.

    I have worked on the issues that came up during the test and would like to have the new version playtested tomorrow.


    /edit:

    Uploaded the new version:
    https://dl.dropboxusercontent.com/u/22791159/de_core_v04.rar

  • MapCore CS:GO Playtesting 3.0

    • borgking
    • January 12, 2014 at 8:03 PM

    After forgetting to include some files the newest version is now uploaded: https://dl.dropboxusercontent.com/u/22791159/de_core_v03b.rar

  • MapCore CS:GO Playtesting 3.0

    • borgking
    • January 7, 2014 at 3:02 PM

    Since the new year started i got a little time again, so i would like to have my map de_core tested on sunday the 12th, preferably in a competitive setting.


    Edit:

    Removed the download, since i forgot to include a few files.

  • The random model thread!

    • borgking
    • November 10, 2013 at 12:56 AM
    Quote from kanine01

    [Blocked Image: http://i.imgur.com/pQ1Ihv7.jpg] heavy work in progress

    Totally like it!

    I love the look of the metal (how did you get that nice ice-crystal/steel look?), but is is missing some position-related detail (grunge, dirt, everything that defines the form instead of the material).

    Same for the wood area, but of course more important to define the wood pattern (wood stripes) first, before anything else.

    The only thing really looking wrong is the metal part of the ammo-shell, which currently looks unnatural to me. The base color is right to me, but i feel, it needs more gloss and specular, to look more like metal, instead of plastic.

    Overall great work already, I am sure you will create a great texture for that model.

  • MapCore CS:GO Playtesting 3.0

    • borgking
    • October 22, 2013 at 5:26 PM

    I'm sorry, but I'm occupied by another spontanious event this evening, so i won't be able to attend.

    So I would like to postpone the test of core to sunday.

  • MapCore CS:GO Playtesting 3.0

    • borgking
    • October 21, 2013 at 1:55 AM

    Since de_overgrown seems to be the only map on tuesday yet, I would like to have de_core as the second map to be tested.

    Download: https://dl.dropboxusercontent.com/u/22791159/de_core_v02.rar

  • Which game would you like to bring back?

    • borgking
    • October 14, 2013 at 1:23 PM

    Of course Jedi-Knight.

    [Blocked Image: http://appfelbaum.com/wp-content/uploads/2011/08/26m5f82l961189209-stawase.jpg.jpg]

    But also the possibly best TV-Series adaptation FPS:

    [Blocked Image: http://images4.wikia.nocookie.net/__cb20130417012631/memoryalpha/en/images/thumb/7/73/Voyager_elite_force.jpg/292px-Voyager_elite_force.jpg]

    (didn't like part 2 though)

  • MapCore CS:GO Playtesting 3.0

    • borgking
    • October 13, 2013 at 11:46 PM

    Psy:

    I think it is a great map, that just needs a litte mode finetuning. Of course as we have seen it is a CT-advantage map due to the access points to B, that on the one hand has two entrances tor T, that are relatively narrow and allow for easy killing of the attacker, and two entrances for CT, that don't have that problem. This leads to an easy-to-protect Bombspot for CT, and is also easy to access for CT forces if the bomb has been plantet, ergo something a T team will not attack often. If you ask me you should not only open another route for T as you have allready done, but also close another entrance on the CT side, to make it more difficult to recapture.

    Bombspot A is simmilar, since CT have a wide area to hide, while T have 3 entrance points, but that changes with the bomb planted, and is also balanced through T arriving about the same time as CT.


    Visually, of course, the map is great, having lots of detail, that can be consider 95% done. Still there are a few things i would like to mention for improvement.

    As i have mentioned on mumble, ladders, that are visually usable should be usable or blocked or removed, otherwise confusing people, who play the map first time. Also it is good to have a consistency of visuals and gameplay.

    Second thing is the water. Of course source water looks boring, but maybe you can add a touce here and there to make it more interesting.

    Oh and of course this: http://%7Boption%7D[Blocked Image: http://abload.de/img/2013-10-13_0001168u7b.jpg]

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