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  3. Radu

Posts by Radu

  • [WIP] de_diversion

    • Radu
    • September 5, 2015 at 1:14 PM

    de_diversion is a classic bomb/defuse map set in an industrialized rural area. More info to be added later*

    Design principles:

    - simple three lane layout

    - smooth navigation flow

    - readability

    - open spaces

    - 5v5 competitive balance

    Overview image (updated to current version):

    [Blocked Image: http://i.imgur.com/WifTq62.png]

    Download link: https://drive.google.com/file/d/0BzBrHg…iew?usp=sharing

    Screenshots:

    Quote

    de_diversion v1:

    [Blocked Image: http://i.imgur.com/1A9B5Mc.jpg]

    [Blocked Image: http://i.imgur.com/72go4yK.jpg]

    [Blocked Image: http://i.imgur.com/9u5iH9W.jpg]

    [Blocked Image: http://i.imgur.com/uBhwGu4.jpg]

    [Blocked Image: http://i.imgur.com/0b2IBX4.jpg]

    [Blocked Image: http://i.imgur.com/uiKi3oY.jpg]

    Display More
    Quote

    de_diversion v2:

    [Blocked Image: http://i.imgur.com/mN2vOcH.jpg]

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

    [Blocked Image: http://i.imgur.com/yiyeU2z.jpg]

    [Blocked Image: http://i.imgur.com/my7lnmQ.jpg]

    [Blocked Image: http://i.imgur.com/dUESn37.jpg]

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

    Display More
    Quote

    de_diversion v3:

    [Blocked Image: http://i.imgur.com/mysw8SE.jpg]

    [Blocked Image: http://i.imgur.com/st3Ls1r.jpg]

    [Blocked Image: http://i.imgur.com/gQR4mDt.jpg]

    [Blocked Image: http://i.imgur.com/8eR3xs3.jpg]

    [Blocked Image: http://i.imgur.com/O8cSQE6.jpg]

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

    Display More

    Change log:

    Quote

    v2 changes:

    -reshaped stairs on B paltform
    -clipped stairs on B platform
    -clipped fence on B
    -fixed sniping angle from B platform to T entrance to B
    -added cover on B entrance from T side
    -made T entrance to B tighter
    -reshaped generator on B
    -added second smaller generator on B
    -removed most wooden crates on B and reshaped the place to add more natural cover
    -removed fence on middle
    -completely reshaped A
    -changed skybox texture

    v3 changes:

    -fixed bomsite A/bomsite B mixed signs
    -cleaned A
    -added ramp/platform on A
    -moved A connector to mid closer to middle of the warehouse
    -reshaped A connector to mid
    -made A entrance from T side wider
    -made A entrance from CT side a bit tighter
    -reshaped A long from T
    -remade middle
    -remade CT route to middle
    -removed old connector from T side B route to mid
    -added vent from T side B route to mid
    -reshaped B route from T
    -reshaped T spawn

    Display More
  • de_royal (previously de_street)

    • Radu
    • August 28, 2015 at 10:17 AM

    Add some warm lights to guide the player and highlight key areas.

  • De_Melite

    • Radu
    • August 22, 2015 at 9:24 AM

    The vegetation growing on the walls looks unconvincing and a tad repetitive. Other than that, the environment seems to be done well; clean and visible.

  • Gibhard

    • Radu
    • August 10, 2015 at 6:49 PM

    I can only imagine what a splash, literally splash of blood, the multiplayer will be. Is there an option to control if the gibs/blood remain in the level?

  • [WIP] cs_coup

    • Radu
    • July 2, 2015 at 2:31 PM

    Get rid of that pointless image blur.

  • [WIP] de_pavilion (withdrawn from contest)

    • Radu
    • June 6, 2015 at 8:10 AM

    I like your theme idea, but the map is way too huge; really long lines of sight - awper heaven. Keep the size under 4000x4000 units. Don't have corridors/pathways longer than 1200-1700 units. You want to be able to play a level with a wide variety of weapons, so think in advance when designing an area - would this design decision overpower a certain weapon? would you be able to use smgs effectively here? Also, don't forget about smokes. If everything is open and wide, smoking will be rendered useless; people can just walk around the smoke safely. The overall layout seems okayish, but I would redesign middle on ct side as it seems a bit hard to control; they have no cover (take dust2's doors for example).

  • [WIP] de_eeb4

    • Radu
    • June 5, 2015 at 1:13 PM

    I see this is the very first level you have ever created, so I think it's appropriate to congratulate you on finishing and releasing it. I'm sure you have learned a great deal about developing a level and using the hammer editor, but you still have a long way to go.

    I don't mean to sound harsh, but this map is one giant mess. I understand that you wanted to create an interesting level to look at, but the amount of random props is ridiculous; some don't even make sense to be there. It's just detail for the sake of detail, with no logical placement whatsoever. For a competitive map you would want a visually easy to read environment and a layout that is fluid/easy to navigate. Lighting is a great way to improve readability and also set the mood of the level. Unfortunately, your current lighting doesn't help in that regard; it's sad and uninteresting. I can't imagine those are the kind of emotions you want to convey to players.

    I would recommend that you do some research on level design and more specifically competitive level design for counter-strike. One great way to learn what makes a good competitive level is to study the existing ones that are hailed as the best, such as de_dust 2, de_cache, de_mirage, de_inferno etc. Once you are sure you have understood the basics, you should remake this level from scratch.

    Edit*

    It wouldn't hurt to post some screenshots in the op. Also, why don't you have an image of the layout? Get one!

  • Mapcore June 1 Announcement

    • Radu
    • June 1, 2015 at 3:12 PM

    [Blocked Image: http://s3-ak.buzzfeed.com/static/2015-03/23/15/enhanced/webdr12/anigif_enhanced-24992-1427137339-15.gif]

  • Mapcore June 1 Announcement

    • Radu
    • June 1, 2015 at 1:00 PM

    [Blocked Image: http://abload.de/img/gman1umrb6.gif]

  • de_port_go (remake of original de_port)

    • Radu
    • May 10, 2015 at 10:07 AM

    It looks like you threw in every prop you could find, even if some didn't make sense to be there. I don't know what you meant by "soft atmosphere", but the environment is really messy and visually hard to read. Lighting doesn't help either; it's really bland and doesn't aid you to navigate the map any better.


    I never liked de_port due to it's immense size, but it was nice to see a more open map in a sea where most were designed like a canyon. You should remake it from scratch and reduce it's size/change some areas so that it supports a wider variety of weapons. Make a prop palette that make sense beforehand and stick to it. Also, use cleaner textures to improve readability and light up paths/entrances to guide the player.

  • [CS:GO] ar_blocks WIP

    • Radu
    • June 17, 2014 at 11:29 AM

    Really sweet colors and idea! It reminds me of a map I was working on two years ago.


    [Blocked Image: http://cloud-4.steampowered.com/ugc/541804448598213340/8C3095F2C78FC520F741048DA1E9D4B41B954AA7/]

  • [CS:GO] de_shotoen

    • Radu
    • April 6, 2014 at 10:51 AM

    You should definitely keep working on it. I think it would stand out so much from all the other cs:go maps.

  • Alien: Isolation

    • Radu
    • January 7, 2014 at 6:33 PM

    [Blocked Image: http://1-media-cdn.foolz.us/ffuuka/board/vp/image/1377/05/1377054022962.jpg]

  • MapCore CS:GO Playtesting 3.0

    • Radu
    • January 5, 2014 at 2:20 PM

    I'd also like to make an appointment for my map de_muskeg for the 7th of January.


    Download link: http://www.mediafire.com/download/83wj8…b/de_muskeg.rar

  • WIP in WIP, post your level screenshots!

    • Radu
    • December 22, 2013 at 12:09 PM

    It certainly changed a lot over the previous weeks. Any feedback would be greatly appreciated. I'm planning on making the middle area some sort of warehouse, the rest of the map being quite open- a forest.


    [Blocked Image: http://oi44.tinypic.com/2v15kwm.jpg]

  • [CS:GO] de_shotoen

    • Radu
    • December 4, 2013 at 9:16 PM

    Pretty nice to see a fresh theme for a cs:go level.

  • Q1 - In the Shadows

    • Radu
    • December 3, 2013 at 11:04 AM

    Great work! Voted!

  • The random model thread!

    • Radu
    • September 4, 2013 at 9:30 PM

    They look great and fit pretty well. I wouldn't worry about it too much. It would be amazing if you guys improved the level's textures as well.

  • The random model thread!

    • Radu
    • September 3, 2013 at 3:29 PM

    Valve should put more work into their art assets. Your wagons put everything else on that map to shame.

  • WIP in WIP, post your level screenshots!

    • Radu
    • May 26, 2013 at 12:35 PM

    Any critique on this bomb/defuse map layout that I've been working on?

    [Blocked Image: http://cloud-2.steampowered.com/ugc/1082267538961566701/916D73113438F5ADCFBB2AECCC4BB878685C46BB/]

    Quote from Puddy

    Yes,

    It's very flat and looks a bit dull to be honest.

    Update

    [Blocked Image: http://cloud-2.steampowered.com/ugc/1082267538963141999/3DFA6050BAFA0E9E50F05D35C7E8ED998E523EF7/]

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