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  3. ElectroSheep

Posts by ElectroSheep

  • CS:GO Patch 1/23/13 - Workshop

    • ElectroSheep
    • March 26, 2013 at 1:15 PM

    Well they should buy the current custom one because it's a great remake.

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • March 26, 2013 at 11:47 AM

    Haha Well seriously guys, who want to playtest its map thursday ?

  • CS:GO Patch 1/23/13 - Workshop

    • ElectroSheep
    • March 25, 2013 at 9:34 PM

    Well now it's more Ct friendly and it works more than a de_ style now. Looks like a mix between original cs_ and as_ vip style.

    Ho ! And you can make a vip style map now !!!!! With an hostage you need to carry from ct spawn to an exit... God this should be awesome :D

  • Job interview nuggets of advice !

    • ElectroSheep
    • March 25, 2013 at 9:26 PM

    Haaa nice

    But really it's cool because I'm really myself during stressfull thing like this. My last face to face interview was for Ubisoft and it was really cool.

    I also wonder if you are bringing a book with some stuff or just ask them to take a look into your website ?

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • March 25, 2013 at 9:19 PM

    Okay so if I have to set up this test myself, this will be Wednesday because i have a DATE Thursday (wish me luck lol)

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • March 25, 2013 at 2:11 PM

    20 gmt is the usual time because it's when we can have the most people.

  • Job interview nuggets of advice !

    • ElectroSheep
    • March 25, 2013 at 1:27 PM

    Thanks guys ! Ho, and supposing it's a level artist position.

  • Job interview nuggets of advice !

    • ElectroSheep
    • March 25, 2013 at 12:22 PM

    Hey guys !

    As It's now more than a years since I haven't done a face to face job interview, I'm curious of what you can tell me about this to make it really good ? What to say, how my book should be ? Etc..

    Please share !

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • March 25, 2013 at 10:12 AM

    Ok guys ! I can set up a playtest this Wendnesday OR Thursday (need to now what day I will be available) so prepared yourself

  • WIP in WIP, post your level screenshots!

    • ElectroSheep
    • March 23, 2013 at 6:00 PM

    There is no custom props here but I reworked all aztec texture to make them better and with a colors than fit the direction of the map. i made a little new texture too. But because I don't have a lot of time to make quality sculpted stuff, I'm working only on photoshop with 512px and I use detail map in game.

  • WIP in WIP, post your level screenshots!

    • ElectroSheep
    • March 23, 2013 at 3:39 PM

    Started working on the bomb site A of Ruins

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-03-23_00002.jpg]

  • CS:GO Patch 1/23/13 - Workshop

    • ElectroSheep
    • March 22, 2013 at 11:36 AM

    It affect hostage map a lot, as now it's more dynamic. More hostages placement and picking one will add 1 minute to the round.

  • WIP in WIP, post your level screenshots!

    • ElectroSheep
    • March 19, 2013 at 4:29 PM

    Thanks guys

    Just two other from today. This will be hard to fine a good balance between dark and readability.

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-03-19_00010.jpg][Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-03-19_00012.jpg]

  • WIP in WIP, post your level screenshots!

    • ElectroSheep
    • March 18, 2013 at 6:19 PM

    Trying to catch a good lighting for my ruins map :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-03-18_00014.jpg]

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • March 17, 2013 at 10:06 PM

    Well thanks you for your feed backs Darkslayer I'm almost ready for another test. Is there anyone who want to test his map too ?

  • Your Favorite game intro

    • ElectroSheep
    • March 17, 2013 at 10:50 AM

    Vagrant Story

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  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • March 14, 2013 at 8:19 AM

    Thanks ornate, that s what I was afraid to. We tried this bebause I was sick to remove all my stuff withe first stairs

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • March 13, 2013 at 11:46 AM

    Thanks Marcem

    I think I need to make it more clear but the Mid to A is not the best choice for terro. B to A with the bridge gave T an advantage on A and the Mid and I wanted this path to break the door protection for CT on A.

    So I wanted A powerfull for Ct on GA but easy to flank if the rest of the map is not good defended.

    i was surprised that B was T sided, I think it's more because the bomb is, after drop, easy to defend but maybe I need to provide more cool areas for CT. So it was the main GB access that is powerfull or the 3 paths from the middle ?

  • MapCore CS:GO Playtesting 2.0

    • ElectroSheep
    • March 12, 2013 at 10:27 PM

    So my thoughts about this session :

    - de_capistrano_b3 :

    Gameplay : Nice layout with some cool ideas but lack of a radar because the map is full of small paths and windows. Some of them felt a bit useless as I didn't see them used. I didn't even know there were a vent. Also the main window is a cool idea but T are really quickly in it.

    Visual : It's an inferno like map but a bit too much, lot of thing in common. You should consider working on a stronger identity.

    - de_manufacture_a1 :

    Gameplay : Layout seems to work but the whole map looks big as ct took a long time to fall back on the good site. The outdoor site is really good, I like the one way fence and middle did it's job. But I don't have a lot of good memories from the indoor site.

    Visual : I saw your wip in the wip thread and it's a good start, nice lighting.

    - de_seibal_a3 :

    Gameplay : a large part of the map is hard to learn but bomb sites have some good point. A seems strange at first but the possibility to drop the bomb on 2 different side make it unique and the window add a touch of skillshot int his place. Just try to make the bomb sire more obvious because at first I was thinking it was above me. B is correct and interesting enough. But the rest of the map that need to be rework, maybe too many path as you have a lot of vent sized hole and a lot of cuved stairs and corridors.

    Also T spawn should be change by something not so close from B site, should be easy to do.

    Visual : Alpha state is obvious but you should consider using dev texture for this state of alpha because it's help player being concetrate.

    Thanks for this test anyway, it was long and interesting. maybe more FB soon but I'm tired now ^^'

  • Cp_Chateau

    • ElectroSheep
    • March 12, 2013 at 6:29 PM

    Just kick the ass of the cool map killers from tf2 maps

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