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  3. ElectroSheep

Posts by ElectroSheep

  • De_ruins

    • ElectroSheep
    • May 13, 2013 at 10:02 PM

    Yeah there is a art of the map with a lot of indoors area and big wall but I want to put some lonely building around Also I'm still working on the middle, need to make it more easy to read and with some wood structures. It's an easy mic between aztec and shoots but I think this can make a good env :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-13_00015.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-13_00016.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-13_00017.jpg]

  • de_chinatown

    • ElectroSheep
    • May 13, 2013 at 9:31 PM

    This is really good

  • De_ruins

    • ElectroSheep
    • May 6, 2013 at 10:01 PM

    Yeah it's pure wip as I said ^^ This place was dev this morning.

  • De_ruins

    • ElectroSheep
    • May 6, 2013 at 6:47 PM

    So last lighting at the moment :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-06_00007.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-06_00009.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-06_00011.jpg]

    I'm also having a hard time making this area, it's haaaard But i'm on the way :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-06_00003.jpg]

  • ITT: Post maps/scenes that never saw the light of the day.

    • ElectroSheep
    • May 6, 2013 at 4:53 PM

    (((((((((((((((((((((((((((((((((

  • De_ruins

    • ElectroSheep
    • April 30, 2013 at 9:25 PM

    But this is green

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • April 30, 2013 at 11:25 AM

    Whose map ?

  • De_ruins

    • ElectroSheep
    • April 30, 2013 at 9:16 AM

    I tried to make some small volumetric fog pieces but I failed actually I know there is some smoke cloud in particles but they are one shot (disapearing after one use)

  • De_ruins

    • ElectroSheep
    • April 29, 2013 at 4:48 PM

    Fun to see the evolution in 1 month :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-03-21_00004.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-03-30_00007.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-04-08_00008.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-04-29_00030.jpg]

    I also started to work on a background with some moving mist :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-04-29_00019.jpg]

  • De_ruins

    • ElectroSheep
    • April 29, 2013 at 9:08 AM

    Relic is nice, yeah ^^

    but DE_UNCHARTED, haha joking

  • De_ruins

    • ElectroSheep
    • April 28, 2013 at 8:02 PM

    Yeah but there is a de_ruins already for the CEVo contest. But until this one is not in the workshop, should be good for me ^^

  • Let's hear it for the boys!

    • ElectroSheep
    • April 27, 2013 at 4:53 PM

    Hey hey ! So how any mapcore maps in the next pack ?

  • Cs_siege_go

    • ElectroSheep
    • April 26, 2013 at 10:00 PM

    Hey guys !

    We just updated our map thanks to the feedback you gave

    Grab it here.

    The changelog :

    • Player slots raised from 30 to 40.

    • Map support now deathmatch game mode.

    • Map support now the new hostage rescue game mode :

    -There is 9 different hostage spawnpoints and they can spawn in the main warehouse.

    -Ct spawn is now the only hostage rescue zone.

    • Team spawn position have been moved.

    - CT are spawning closer from the battlefront.

    - T are spawning in the warehouse.

    • Some gameplay changes on the map :

    - Old CT spawn area is now shorter.

    - The sewer pit allow a easier jump in the water because of the new CT spawn location.

    - A window in the middle office has been removed (the one closest to the CT spawn)

    - The ladder in the middle office to the sewer has been replaced by a staircase.

    - The elevator is closed now.

    - A large part of the sewers has been removed because it was useless.

    - A vent has been added between the green sewer corridor and the blue storage room.

    - Some doors are bigger now.

    • Some visual changes :

    - Map is brighter now outside and in a lot of indoors locations.

    - Map has flowers now !!!!

    - A lot of visual defects have been fixed.

    • Fixed bots been stuck in some windows and handrails.

    We both hope you will like the map more now. Please open a discussion in the workshop if you want to talk about this update. We will read it.

    Discuss this update in the discussions section.

    And some screens :

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5609732465…DA01E6164D06C8/]

    [Blocked Image: http://cloud.steampowered.com/ugc/5609732465…2D970C7D75704D/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5609732465…8A53CC34B29463/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5609732465…FB32DE9D95F2B6/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5609732465…3A0640FECDA813/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5609732465…C70BF02564352F/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5609732465…BB17B1DB4C7CE3/]

    [Blocked Image: http://cloud.steampowered.com/ugc/5609732465…0587CB2D14D5BB/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5609732465…D78F8E079C1013/]

    Grab it here.

  • Introduction: what's up muthvuckes

    • ElectroSheep
    • April 26, 2013 at 8:07 PM

    Hey there !! Welcome to the Core of internet

  • De_ruins

    • ElectroSheep
    • April 26, 2013 at 6:44 PM

    Well I have already made de_quetzalcoatl for 1.6

  • De_ruins

    • ElectroSheep
    • April 26, 2013 at 10:41 AM

    Whaaaat ? I thought it was cool name (((((((((((

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • April 25, 2013 at 10:40 PM

    Haha

  • De_ruins

    • ElectroSheep
    • April 25, 2013 at 10:36 PM

    hey, just some news on the map, I remade a bit all the texture and now I'm working on the T spawn to make it final looking. Also i'm thinking about volumetric fog to make the map more humid

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-04-25_00007.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-04-25_00006.jpg]

    Because textures are more bright, I should decrease a bit the lighting intesity in shadows.

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • April 25, 2013 at 10:15 PM

    Nice playtest guys I hope we will talk together one day on the server

    So Agency :

    Balcony :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-04-25_00004.jpg]

    Cover :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-04-25_00005.jpg]

    I like the whole gameplay of the map, a cs office with more height.

    Venezia :

    looks good but some place looks a bit off, like the A path from T to A And the second paths from CT to B

    Also, boths bombsite are really far from each other.

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • April 25, 2013 at 3:33 PM

    I may be there this time If we havesome time, can we play some round on Sige just to seewhat are you talking to ?

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