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  3. catfood

Posts by catfood

  • [CS:GO] Shipped

    • catfood
    • January 30, 2015 at 2:08 AM

    update: visual update mostly

    [Blocked Image: http://i.imgur.com/H4aSFxP.jpg]

    [Blocked Image: http://i.imgur.com/88PtqzA.jpg]

    [Blocked Image: http://i.imgur.com/r4xMbYV.jpg]

    [Blocked Image: http://i.imgur.com/5fuoule.jpg]

    [Blocked Image: http://i.imgur.com/7IYNbbA.jpg]

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


    [Blocked Image: http://i.imgur.com/ks3tA1x.jpg]

    workshop link current version:http://steamcommunity.com/sharedfiles/fi…s/?id=345171392

  • [CS:GO]de_zoo

    • catfood
    • January 8, 2015 at 1:42 PM

    Looks great squad! and I agree with fmpone that a blue ambient or spotlight would be a good idea around those fishtanks.
    Also do you have an idea when the next playtest will be?

  • [CS:GO] Shipped

    • catfood
    • December 16, 2014 at 10:32 PM

    I will also be broadcasting some live mapping action from time to time:

    http://www.twitch.tv/catfoood

  • [CS:GO] Shipped

    • catfood
    • December 16, 2014 at 10:30 PM

    thanks! good feedback.

    I worked on the map a bit more and tried to implent the biggest issues.

    bombsite B has more intuitive paths
    added a extra connector from lower deck to upper deck.
    added and tweaked the cover

    I noticed that last playtest bombsite b was used a lot more and also felt the players had a better understanding of where to expect the opposition. So that's nice

  • De_Summer [WIP]

    • catfood
    • December 13, 2014 at 2:30 PM

    de_brickland sounds even better

  • [CS:GO] Shipped

    • catfood
    • November 22, 2014 at 12:45 PM

    Hello mapcore, shipped is a new map I'm working on, normally I would playtest the map a bit more before posting on mapcore or share the map in general. But thought it might be interesting to try something new to get feedback early on and show more of the stages the map goes through.
    I heard some say the map feels big and although there needs to be more player guiding/smaller paths the timings are the same as in most cs:go maps.

    Anyway here's the download: http://steamcommunity.com/sharedfiles/fi…392&searchtext=

    And some screenshots of the floating block:

    [Blocked Image: http://i.imgur.com/uWy4uA6.jpg]

    [Blocked Image: http://i.imgur.com/Zdm8FWZ.jpg]

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

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

    [Blocked Image: http://i.imgur.com/6cPxwl6.jpg]

  • Counter-Strike: Global Offensive

    • catfood
    • November 12, 2014 at 7:16 PM

    congratz to the mapmakers that made it into the mappack. p.s first time I see backalley, looks sweet as hell

  • De_Summer [WIP]

    • catfood
    • November 11, 2014 at 9:09 PM

    This may sound a bit strange but instead of using bots try playing a match against yourself. Run towards a bombsite as terrorist and keep an eye on the timer. Then do the same as counter-terrorist then try to find out where you would see the terrorist the first time. Build your chokepoint battle area around that spot. When you have the most basic choke point/layout go play it with friends and do the same thing. the map is probably going to feel flat and blend because you wont have cover etc but I think this gives a good first impression of the map and also gives a good feel of where the cover etc should be. hope this helps a bit.

  • [cs:go]de_twinstar

    • catfood
    • November 8, 2014 at 5:19 PM

    the way the map looks now reminds me of half-life1 / opposing force, especially the last two screenshots.
    I like the way you're building the map with the brush block outs and custom dev textures. this way it gives a good feel of how the map is going to look like in further stages.

  • [cs:go] de_log

    • catfood
    • November 8, 2014 at 5:00 PM

    My first csgo trailer/movie:
    https://www.youtube.com/watch?v=T2r4ieXem-U&feature=youtu.be

    music by Gheist

  • [cs:go] de_log

    • catfood
    • November 7, 2014 at 10:43 PM
    Quote from El_Exodus

    I think the name log is good as it is. Feels unique, like the map. But english is not my mother tongue, so i don't know any secondary meanings

    Well it basically means a big shit if I'm not mistaken

  • [cs:go] de_log

    • catfood
    • November 6, 2014 at 8:29 AM
    Quote from esspho

    Yeah, that's the one. It takes like forever but it's getting somewhere. I shall post some pictures sometime soon.

    On topic: I saw some comments on the workshop to alter the mapname. Imho you should stick with log - it's acurate and memorable.

    After playing some botrounds yesterday I must say it's pretty fun. Maybe you could accentuate the bombspots a little more to help the overall orientation - like the excavators on the site could have a slightly different colour than the other ones on the map .. just thinking.

    Looking forward to the screenshots. and nice to see someone that does like the name altough im thinking of changing it to logging.

  • [cs:go] de_log

    • catfood
    • November 4, 2014 at 8:17 AM

    Thank you glad you like it. So you are still working on that map? I remember you made all those custom dev textures with names like grass stone etc on them.

    Also: http://www.youtube.com/watch?v=XjzBpJ1XYwc

  • [cs:go] de_log

    • catfood
    • November 2, 2014 at 1:21 PM

    Hello mapcore. I just released de_log, a map I've been working on the last 4 months.
    I want to thank everyone that participated in playtests and gave feedback on the level. special thanks to RZL for setting up the server and some competitive matches.

    [Blocked Image: http://cloud-4.steampowered.com/ugc/4310923904…6F78C225311456/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/4310923904…53F9151371AF1A/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/4310923904…F55E01DDC6E85D/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/4310923904…6EF801126A409A/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/4310923904…491B418A1F0076/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/4310923904…ECFB8F2EE2E332/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/4310923904…8F9BD64A2D1744/]

    Hope you like the result any feedback/comments are welcome as always

    download/workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=335595420

  • WIP in WIP, post your level screenshots!

    • catfood
    • October 21, 2014 at 10:39 PM

    nice background story, and dont change it into a van

  • DE_SEASON

    • catfood
    • October 5, 2014 at 5:58 PM

    congratz! looking neat as hell. downloading now

  • [CS:GO] Arcade

    • catfood
    • October 2, 2014 at 10:09 AM

    Just ran through the map, eveything looks spot on! but i have to agree with 3dnj that the looks of the map are a bit generic. I love the small canals/bridge area near bombsite A and i'm looking forward to playing this some time soon, the layout feels interesting. Any plans on giving it a run on the mapcore server?

  • [CS:GO] Tulip

    • catfood
    • September 26, 2014 at 10:02 AM

    polished the map a bit further: added a bomb reset for when the bomb gets in the water, new skybox, improved readability, removed exploits and bugs, reduced fog, added sounds and soundscapes.

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

    [Blocked Image: http://i.imgur.com/aMP8lpI.jpg]

    [Blocked Image: http://i.imgur.com/Jn7Dtui.jpg]

    workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=251987990

  • [CS:GO] Tulip

    • catfood
    • September 23, 2014 at 4:16 PM

    thanks niller. I'm fixing those exploits/bugs right now, and climbing on the fishstand was not intentional.

  • [CS:GO] Tulip

    • catfood
    • September 22, 2014 at 8:07 PM

    thanks squad. and about those streetcar mirrors i believe that IRL they flip out like this when the streetcar comes to a stop so the driver can check if there arent any limbs sticking out of the doors before he starts driving the thing.

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