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  3. ElectroSheep

Posts by ElectroSheep

  • Counter-Strike: Global Offensive

    • ElectroSheep
    • June 20, 2013 at 9:21 AM

    - Fixed kv files packaged in workshop maps not loading correctly, which could display incorrect player models and arms.

    YES !!!!!!!!!!

  • de_ali (working name)

    • ElectroSheep
    • June 19, 2013 at 10:00 PM

    This will be a master piece !!!

    Also what is the thing on the red house in the last shot ? A painting ? I think this building needs more work.

  • MapCore Job Census

    • ElectroSheep
    • June 17, 2013 at 9:36 PM

    Yes Thanks all !

  • E3 2013 - The Division | Ubisoft

    • ElectroSheep
    • June 17, 2013 at 5:35 PM

    Can't wait to play this with friends

  • MapCore Job Census

    • ElectroSheep
    • June 17, 2013 at 3:49 PM

    Well, I'm happy to announce that I will start working at Arkane Studios in Autumn

  • de_ali (working name)

    • ElectroSheep
    • June 16, 2013 at 1:58 PM

    That is really sweet !!! I love what the map become now I aggree with the comment above mine, just add some desaturated colored building if you want. It can add a lot.

  • De_ruins

    • ElectroSheep
    • June 15, 2013 at 7:14 PM

    Hey thanks this is usefull ^^

    There is still 10 watermelons, totally forgot to talk about that in the workshop

  • Mapcore swag

    • ElectroSheep
    • June 15, 2013 at 2:51 PM

    - underwear in nodraw

  • De_ruins

    • ElectroSheep
    • June 15, 2013 at 1:28 PM

    Tyanks guys, it's appreciated

    @roflzomglol : aww thanks, it's a shame I didn't see that

    w1z1k : the screenshot you show here is not from the final version of the map ^^ (I remember that because of the dust overlay) but I'm sure there is clip on this woodplank.

    About the water thing, I don't know what's happen. I don't have any trouble when my computer setting are on high but I have one in every water materials froms csgo when I'm on low setting. Looks like it depend of a lot of thing. I should work on that more.

  • De_ruins

    • ElectroSheep
    • June 14, 2013 at 1:10 PM

    Hey guys ! I uploaded the map into the workshop but don't mean I will not update it if needed

    http://steamcommunity.com/sharedfiles/fi…986&searchtext=

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5958805094…27A07C5E92BD81/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5958805094…FF171190EA3ED4/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5958805094…6E3D7247C6A724/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5958805094…385D876FB0A0A4/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5958805094…89A15794CF27E4/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5958805094…30CD8271C4992B/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5958805094…38D64EE27F488F/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5958805094…65DCF0A8021C49/]

  • De_ruins

    • ElectroSheep
    • June 13, 2013 at 5:25 PM

    Hey guys Now I think it have a better readability (added some ambient light in dark places), also I find why my .kv file didn't work so now cts are dark blue with white mask instead of green.

    Unfortunatly fps are really bad for my taste. I rework all the fade distance and started to delete some extra props but it's brushes that are expensive now. I saw csgo now allows func_brush to be faded as props do. I wonder if it's really usefull.

  • De_ruins

    • ElectroSheep
    • June 10, 2013 at 9:23 PM

    Just ma de a few change on Bomsite A and changed some detail in Bombsite B. i'm still fighting with lighting.

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-06-10_00025.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-06-10_00026.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-06-10_00027.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-06-10_00028.jpg]

  • Counter-Strike: Global Offensive

    • ElectroSheep
    • June 7, 2013 at 11:51 AM

    When i'm reading some "pro gamerz" website about csgo, they are all "OMGZ THEY KILLED MIRAGE, FUCK THIS GAME"

    Sometimes I do'nt understand people.

  • Counter-Strike: Global Offensive

    • ElectroSheep
    • June 7, 2013 at 11:41 AM

    Well you haven't played RUINS yet

  • Xbox One

    • ElectroSheep
    • June 7, 2013 at 10:19 AM

    Lol who cares about Xbox

  • Counter-Strike: Global Offensive

    • ElectroSheep
    • June 7, 2013 at 12:16 AM

    Niice !

  • MapCore CS:GO Playtesting 3.0

    • ElectroSheep
    • June 6, 2013 at 1:19 PM

    Thanks for the feedbacks guys !

  • De_ruins

    • ElectroSheep
    • June 6, 2013 at 1:17 PM

    Thanks Vivi

    yeah I need to make a full clipping pass but, meh ! I don't like this

  • De_ruins

    • ElectroSheep
    • June 5, 2013 at 2:16 PM

    Well don't search too far, I just saw there is two of them which are rolling in shadows so they become hard to find

    After playtest, to do list :

    - Bright map

    - Find a way to get rid of the skin bug to switch jungle ct with another.

    - Better framerate

    - Simplifying Bombsite and chokepoint a bit

    Also I found T tend to plant the bomb more in B and I think it's because middle paths to A are not clear enought (the right path from B and the ladder/junk paths) I need to make this clearer too.

    I'm happy that match were equilibrate but I need to see it with more real people

  • MapCore CS:GO Playtesting 3.0

    • ElectroSheep
    • June 5, 2013 at 12:13 PM

    So my feedbakcs :

    Coldshell :

    Looks quite good, the map feels more easy to learn from T side as the access to both bombsites are clear. For CT, the middle path from spawn to the middle looks a bit long (T are far in it whe they meet CT)

    Bermuda :

    Overall, even if the map is less complicated than the last version I played, I think it's still need to me more clear. Both paths from t spawn to bombsite have flankroutes that make the map seems to have several middle routes. Also if I really like the setting of the B bombite (top down to the beach), the A site is classicand not very attractive to me.

    The path between both bombsite is huge, make the backup for ct hard but I like how it's open here.

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/bermudafb01.jpg]

    Just How I feel the map in some place :

    1 - There is no need for T to take the yellow path as the can get rid of it by using the left path where I put a cross.

    2 - This path feels unatural, long and need player to turn a lot.

    3 - I miss that green door, it makes the middle more interesting imo

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