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  3. cashed

Posts by cashed

  • [CS:GO] DE_LITE

    • cashed
    • June 5, 2015 at 7:25 PM

    Yes, cover height will change for all existing 64 unit types

  • [CS:GO] DE_LITE

    • cashed
    • May 31, 2015 at 9:46 PM

    If I can create a night/dusk/dawn with great visibility i think ill pursue that. Refineries are typically well lit so this is a great positive.

  • [CS:GO] DE_LITE

    • cashed
    • May 31, 2015 at 9:19 PM

    the cuban resort theme? was kinda too similar to de_resort

  • [CS:GO] DE_LITE

    • cashed
    • May 31, 2015 at 7:34 PM

    [Blocked Image: http://i.imgur.com/wneM7hb.jpg]

    For those who weren't around during the tail end of CS1.6 competitive, I created a competitive map for ESEA [download] with feedback provided by ESEA staff and pro's at the time. Volcano being the most productive and active. I ported it to CS:S/CSPromod but never really released it for CS:S. ESEA never really cared if I ported the map over; but there's been some demand and I've been tinkering with it for some time now.

    Theme So, I've kinda settled on a thematic for de_lite. Might be similar to what a lot of other maps are but I'm going to try and push uniqueness in other ways.

    Reference Album

    Backstory Environmental Terrorist want to put an end to a pipeline refinery that lies near an endangered forest ecosystem. New government contracts to build and expand this facility are met with angry and violent protests.

    ScreensWIP Album

    Workshophttp://steamcommunity.com/sharedfiles/fi…s/?id=632040311

  • Counter-Strike: Global Offensive

    • cashed
    • May 27, 2015 at 8:29 PM

    Well Resort is a mirror of Fire in essence. But I do like the differentiation. Much more free flowing and less dead space near T spawn

  • Counter-Strike: Global Offensive

    • cashed
    • May 27, 2015 at 2:53 PM

    congrats everyone! Had a lot of fun DM and MM last night. Once you get your map pin, show it with pride :)

  • Level Designer position open at Ubisoft Toronto

    • cashed
    • May 26, 2015 at 3:00 PM

    Also mention Ted sent you

  • The Witcher 3

    • cashed
    • May 20, 2015 at 3:09 PM

    Same thing happened to me Spronny and Paul. I think this is a bad case of player leading or missing hud alert

  • Counter-Strike: Global Offensive

    • cashed
    • May 20, 2015 at 12:12 AM

    I can't see them porting over source 2 for this.

  • The Witcher 3

    • cashed
    • May 20, 2015 at 12:11 AM

    6 hours in, I binged last night love it

  • The random model thread!

    • cashed
    • May 19, 2015 at 4:18 AM

    dat light bounce

  • Post Your Pic Extravaganza

    • cashed
    • May 17, 2015 at 5:46 PM

    enjoying the May long weekend


    [Blocked Image: http://i.imgur.com/5bztSA9.jpg]

  • Wall Worm: Episode 1

    • cashed
    • May 14, 2015 at 12:41 AM

    For sure, use the tool that best suits you. What I'm really interested in using it for is flatmap modelling with existing source textures

  • Wall Worm: Episode 1

    • cashed
    • May 13, 2015 at 7:26 PM

    I'm definitely seeing more of a use for polishing, but as a Unit nazi I just find working in 3DSmax to be difficult in the broad stroke layout sense.

  • WIP in WIP, post your level screenshots!

    • cashed
    • May 13, 2015 at 7:21 PM

    new gig?

  • CS:GO SDK 11 mb update

    • cashed
    • May 7, 2015 at 6:02 PM

    Thats been there for a long time

  • Texture stripes on brush.

    • cashed
    • May 5, 2015 at 9:30 PM

    If it makes any difference, I learn new shortcuts or features at odd times. The texture align I knew about back in gldsrc hammer.


    I didn't even really know about the shift click...  

  • [CS:GO] Shipped

    • cashed
    • April 30, 2015 at 3:35 AM

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  • Valve's VTF workflow

    • cashed
    • April 27, 2015 at 6:06 PM

    I havent bothered with the PS plugin for a long long time. I'll be old school and open the tga in vtfedit haha

  • You can now sell content through Steam Workshop

    • cashed
    • April 26, 2015 at 5:57 PM

    The biggest argument is perceived value.


    The community values and looks at it completely different than the Publisher; and on a different subject level. This is where the major battle lies.


    Community: effort(sometimes minor) + enjoyment

    Publisher: Community DLC


    Since Publisher's already charge regularly for DLC, this is a no brainer to take a cut off the back of the creator/modder. (my ip/my brand mentality)

    Modders are working off the base of the core dev team. Should they have the opportunity to make more money than a dev? Is that fair? even when a dev cannot join in?

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