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  3. VIOLATION

Posts by VIOLATION

  • [WIP] de_monaco

    • VIOLATION
    • December 1, 2015 at 3:31 AM
    Quote from Squad

    That's so cool

    Kinda hard to tell from the overview you posted yesterday, but are you taking the map back to a (more or less) greybox phase?

    Is there a playable version available somewhere?

    I've essentially started from scratch keeping only the theme/basic visuals in regards to layout and have been working on making a proper greybox with some basic detailing to set a feel for some props and textures.

    Right now I haven't put anything up officially and have just been getting feedback from friends/playtesting with bots as I bounce different layout ideas around.

  • [WIP] de_monaco

    • VIOLATION
    • November 30, 2015 at 11:32 PM

    [Blocked Image: http://i.imgur.com/mLJF0gn.jpg]

    Ignore the super low quality model if you can, more of a placeholder than anything.

  • [WIP] de_monaco

    • VIOLATION
    • November 30, 2015 at 1:23 AM

    Worked out a rough layout just with some bot playtesting over the past few days. Hoping to get a lot more on that done and get it tested it out on the server at some point.

    [Blocked Image: http://i.imgur.com/xHmGIz2.png]

  • [WIP] de_monaco

    • VIOLATION
    • November 10, 2015 at 1:52 AM

    It's been a while and even though I've done some tweaks and messing around I'm still at a total loss for layout design. Here's basically what I'm working with right now

    [Blocked Image: https://i.gyazo.com/2e16deb5fd506c508d35f105ec9ad5f0.png]

    here's a view of what's playable currently (red):

    [Blocked Image: https://i.gyazo.com/66058798ee62d9cb823f909655b0c171.png]


    the area in the upper right is a rough idea of what I wanted one of the bomb sites to look like and has been moved around a few times, currently resting in a pretty poor position imo.


    Any suggestions would be really appreciated (?)

  • [WIP] de_monaco

    • VIOLATION
    • October 1, 2015 at 7:35 PM
    Quote from jackophant

    It looks nice and all, but don't you normally want to test it before it gets to this level of detail?

    I honestly do agree with that approach entirely and wish I had used it in hindsight, getting a rough layout out and all that before doing anything else but the scene itself had started just from attempting to recreate a reference photo and over that period of time I was inspired again to create a defuse map around that theme, preferably building off of what already exists.

  • [WIP] de_monaco

    • VIOLATION
    • October 1, 2015 at 4:09 AM

    A defuse map set within the beautiful city-state of Monaco, set during the preparations/day of the Monaco Grand Prix.

    This map is heavily WIP and started from a multitude of scratched ideas, settings, and "layouts". As of this initial post there is no true layout (something desperately struggling with) and the map itself began out of a small theme map.

    As of now there is limited custom texture/model work and there are some borrowed assets (hopefully just as placeholders) from Marquis.

    Screenshots:

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

    [Blocked Image: http://i.imgur.com/E9FOLyg.jpg]

    [Blocked Image: http://i.imgur.com/f4SD9ZF.jpg]

    [Blocked Image: http://i.imgur.com/e8zsL4k.jpg]

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

    General overview so far:

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

    Currently I am in a sort of limbo when it comes to expanding the layout and coming up with bombsite concepts/layouts as well and not much has been done recently besides a few scrapped attempts to work on the layout and general detailing. Hopefully it'll get somewhere eventually though, but only after an immense amount of testing I'm sure.

  • WIP in WIP, post your level screenshots!

    • VIOLATION
    • September 26, 2015 at 3:27 PM

    Actually working on this again

    [Blocked Image: http://i.imgur.com/o7dAmLR.jpg]

    [Blocked Image: http://i.imgur.com/2JYnlFS.jpg]

    [Blocked Image: http://i.imgur.com/Byj1Uwi.jpg]

    [Blocked Image: http://i.imgur.com/k6U04U0.jpg]

    [Blocked Image: http://i.imgur.com/JTPFU0l.jpg]

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

    • VIOLATION
    • September 11, 2015 at 4:09 AM

    Maybe one day I'll actually turn these into something? I occasionally work on these sort of scenes for CS:GO but I'm terrible at making layouts so I usually just detail little areas to look nice and move on.


    [Blocked Image: http://i.imgur.com/qBacpH4.jpg%5B/img]

    [Blocked Image: http://i.imgur.com/gE7gGch.jpg]

    [Blocked Image: http://i.imgur.com/Lkf8CHi.png]

    [Blocked Image: http://i.imgur.com/rl14IJk.jpg]

    [Blocked Image: http://i.imgur.com/YQd4Y4J.jpg]

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

    • VIOLATION
    • September 10, 2015 at 3:16 AM
    Quote from D3ads

    Nice! I did a GTA 3 like environment for HL1 many moons ago...

    https://migrationtest.mapcore.org/topic/6833-d3a…&comment=128333

    I also wasted my time :cry:

    Your work is really impressive

  • [WIP] de_coast

    • VIOLATION
    • September 2, 2015 at 4:09 PM

    Some tiny fixes for you:

    Quote

    [Blocked Image: http://i.imgur.com/ON51KAe.jpg] Floating foliage.[Blocked Image: http://i.imgur.com/XepXNf6.jpg] And also these displacements weren't sewn under the water and the pillars don't reach to the ground. Obviously not super important since you can't see under the water anyways but regardless figured that displacement errors are still displacement errors.

    The visual aspect of this map is incredibly stunning, and while I'd be curious to see how that night version would look and play you've got a really superb map as it is regardless. The tone and lighting are very warming and the architecture is incredibly pleasing to look at. Great work and good luck in the remainder of the contest!

  • [WIP] de_abyss

    • VIOLATION
    • September 2, 2015 at 3:31 PM

    One incredibly minuscule thing (really the only fix I saw) outside next to the white van and truck: [Blocked Image: http://i.imgur.com/1JAciNO.jpg]

    Really loved the detail and aesthetic in this map though, lots of areas that were just great to look at and I believe there is a lot of potential for interesting tactics throughout the map as well. I especially like the verticality at B and throughout the map. Good luck!

  • WIP in WIP, post your level screenshots!

    • VIOLATION
    • June 25, 2015 at 5:41 PM

    Probably will never finish anything related to these but they served as interesting settings to work on from time to time

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

    [Blocked Image: http://i.imgur.com/4A4Lt2G.jpg][Blocked Image: http://i.imgur.com/Tzh9du8.jpg][Blocked Image: http://i.imgur.com/FnbY1i2.jpg]

  • [WIP] de_orion

    • VIOLATION
    • June 10, 2015 at 7:57 PM

    A good amount of the things I've been working on:


    trying out new lighting at CT Spawn using a lot more natural light. I think it makes it look a lot more, well, natural. And sunspots from the windows is always one of my favorite things to look at in any map.

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

    Opposite view:

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

    Added a crane to serve as another focal point/object for the A bomb site:

    [Blocked Image: http://i.imgur.com/dq66eQg.jpg]

    (The A sign up against the wall serves really well for lobbing nades into the area from Mid. Good for a flash before rushing the site from that connector)


    Been working on setting up some decent cover for T's trying to take B from Long without letting vines/foliage hide them:

    [Blocked Image: http://i.imgur.com/xOvhi2i.jpg]

    And lastly T spawn got just a bit more jungly:

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


    Although a lot of these changes will not be in the Mapcore Playtest of Orion for tomorrow, they've kept me busy and creative while I wait for tomorrow and the feedback the playtesting will bring.

  • MapCore CS:GO Playtesting 4.0

    • VIOLATION
    • June 8, 2015 at 12:29 PM
    Quote from DooM

    Do you have at least 20 spawns? It's because the server has 20 slots and if there isn't 20 spawns, only a certain amount of people can play. Regarding visibility, did you not see the post I made in your thread? I outlined various areas of bad visibility, I would maybe fix them to allow for a less frustrating play-test.

    I do have 10 and 10 on each side. That comment came off the list with the update I gave so not sure what was wrong the first time. Yours being the longest post I attempted to fix as many as the peek spots and crate issues as possible and pretty much everything you posted so it should be good at least in those spots.

  • MapCore CS:GO Playtesting 4.0

    • VIOLATION
    • June 7, 2015 at 7:39 PM

    Just realized I had packed a different version of the radar. This link should fix that issue:


    Not sure what the spawns comment is though? There's never been an issue with spawns that I've had.

  • MapCore CS:GO Playtesting 4.0

    • VIOLATION
    • June 7, 2015 at 5:23 PM

    Submitted my map. Download file has all radar content and .kv etc. but they're all packed into the map already anyways. Noticed just now that Daruth and I both applied for the second playtest on the 6/9 date. If his map is accepted for that date first then I'll gladly take the next date (The 11th I believe?)

  • de_monaco

    • VIOLATION
    • June 7, 2015 at 2:27 PM
    Quote from st0lve

    I might be the (drunk) asshole here, but until you actually announce a map with name there is no way half a million poeople that play CSGO. know about your map or intentions of a map. If the name is taken, find somthing else.

    I hope you don't think I was accosting him or something for having the same idea? I was really only just expressing that I found it kind of neat that someone was doing the same sort of map I really wasn't trying to come off rudely or acting like no one else could do a map similar to a tiny little thing I made.

    Quote from Jack_is_my_name

    Ahaha, thanks, that is a strange coincidence, so will you be entering this or not? just to be sure, I can do another map if you want to do that one!

    I really have no plans to even work on it further at this point. It was more a little side project to just make something interesting. And even if I was going to work on it further I would never tell you or anyone else to stop work on theirs. That'd be pretty ridiculous from my point of view. I'm excited to see how you envision the area is more what I was trying to say so sorry if it came off weird or something.

  • [WIP] de_orion

    • VIOLATION
    • June 7, 2015 at 5:33 AM

    Workshop link has been updated with a multitude of changes I can't even begin to remember that I've done over the past week. Most likely going to look into submitting this for a playtesting night. Hopefully all is well with the workshop update and nothing broke, etc. As always any feedback is greatly appreciated.


    http://steamcommunity.com/sharedfiles/fi…s/?id=452705075

  • de_monaco

    • VIOLATION
    • June 7, 2015 at 1:13 AM

    How strange, I had literally started making the same sort of map (except having it take place during the race) and planned on making it the same name about a week or two ago, yet I didn't plan on ever entering it in the contest.

    To show I'm not lying: http://i.imgur.com/2kmZDLM.jpg http://i.imgur.com/JDzVh2l.jpg http://i.imgur.com/xaCrSob.jpg


    I don't suppose I'll be furthering work on it now or ever entering it into this contest, just found it a strange coincidence we ended up having the same idea. Good luck and hope to see how your map develops!

  • [WIP] DE_STGELLERT

    • VIOLATION
    • June 4, 2015 at 9:53 PM

    I really don't see too much of a problem with this submission. I always had thought this never received the full attention it deserved when it was originally released honestly. It's simply amazing to look at although I have never actually played a comp match on it. Hope to see some new things come out of Gellert during this contest.

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