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Posts by esspho

  • ATTN: New Map Makers!

    • esspho
    • June 6, 2015 at 12:16 AM

    A very helpful article on developing layouts:

    Ben’s Small Bible of Realistic Multiplayer Level Design

  • The random model thread!

    • esspho
    • June 4, 2015 at 6:47 PM

    ok. that makes sense. thanks again for sharing.

    How many polys does that crossbow have by the way?

  • [WIP] cs_mass

    • esspho
    • June 4, 2015 at 8:35 AM

    I felt that this spot should either be closed up or brightened up.

    The overall underground area may be a little to long / narrow.

    Really nice setting. Good luck at the contest!

  • The random model thread!

    • esspho
    • June 4, 2015 at 8:27 AM
    Quote from kanine01

    could you say at what minute/sec specifically?

    Sure. For example those nuts that you add in 14:00. Wouldn't you delete the faces that are touching the weapon (or whatever) to reduce the polycount?

    Another example may be that bracket that you start building at 13:45. As far as I can tell it has faces on it's underside that could savely be deleted, right?

    I'm just curious.

  • The random model thread!

    • esspho
    • June 2, 2015 at 10:27 PM
    Quote from kanine01

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    really nice to see your workflow.

    kind of a noob question, I guess: are you cleaning up the different parts in a later step (like deleting the backfaces of those nuts :XD:)?

  • [WIP] de_spice (playtest tonight at 9pm CET)

    • esspho
    • June 2, 2015 at 7:32 PM
    Quote from NihiL

    So, bombsite A is a construction site. There's an unfinished mosque being build there and the Terrorists are trying to blow that up. That thing in the container isn't really a forklift, more like a moving elevated 'stage' for construction workers, kind of like window cleaners have on skyscrapers, except it's on a vehicle. It's under that metal barring with the blue sign as that is kind of the metal skeleton for the next wall of the building. And the thing was packed into the container for over-night storage. Does that make sense?

    I guess so. But I'm still wondering how that thing will get out of there again :v

    Good luck to you!

  • [WIP] de_orion

    • esspho
    • June 2, 2015 at 12:38 AM
    Quote from LATTEH

    Nothing big but in the first screenshot, The metal shed with the stairs looks off. I don't think they would use metal for stairs like that. It would make more sense that they would use wood.

    I'd even say concrete.

  • [WIP]De_cristallum (Now With Workshop Link!)

    • esspho
    • June 1, 2015 at 11:38 PM

    Viel Erfolg!

  • [WIP] de_spice (playtest tonight at 9pm CET)

    • esspho
    • June 1, 2015 at 11:21 PM

    Looks good so far. Is that a forklift in that container?

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

    It' looks a little weird. How did it get in there? Maybe add some wooden boards or something like that as a little ramp.

    I like the toppled-over dome in the background.

  • [cs:go]de_twinstar

    • esspho
    • June 1, 2015 at 9:53 PM

    Ok. I'm entering the contest. Therefor I change the name to de_copper.

    I guess any feedback should go here from now on:

    https://migrationtest.mapcore.org/topic/18864-wip-de_copper/

  • [WIP] DE_COPPER

    • esspho
    • June 1, 2015 at 9:50 PM


    Copper is about a mining facility in africa. Terrorists try to destroy crucial machinery to sabotage the operation.

    I've been working on it for some time now and this contest is a great opportunity to finally get it finished.

    The initial name of the map was de_twinstar. I changed it because of the feedback I've got on the original thread.


    Workshop - WIP

    COPPER ON THE WORKSHOP


    GLHF to all contestants!

  • [CS:GO] de_orion

    • esspho
    • May 31, 2015 at 7:32 PM

    I had a quick game with bots and I like the general flow and the atmosphere.

    As for Visibiliy:

    It's pretty dark inside most of the buildings and under those bridges. Also the different areas all look alike.

    Keep at it, it's a solid base to build apon.

  • CSGO Map Detailing Tips

    • esspho
    • May 31, 2015 at 11:46 AM

    It might sound obvious but if you are trying to detail your buildings on the outside you have to think through how they work on the inside first.
    Also often less is more.

  • So hi, I'm Bastion.

    • esspho
    • May 31, 2015 at 2:48 AM

    Hi! You've come to the right place.

  • [cs:go] de_log

    • esspho
    • May 31, 2015 at 2:15 AM

    So much awesome! Congrats Catfood!

  • Counter-Strike: Global Offensive

    • esspho
    • May 31, 2015 at 2:14 AM

    I'm a bit late but congratulations to all of you who got into operation bloodhound. mapcore pwn!

  • [cs:go]de_twinstar

    • esspho
    • May 31, 2015 at 1:33 AM

    Since an update is long overdue, it's time to show some progress.

    I've reworked some areas and started to add materials and props. As for now, all the props still need their texturemaps. It's just the stamped uv-maps atm. They will propably turn out yellow / white at the end.

    I'm also trying to get the lighting going. Overall I'm going for a reddish/orangy dusk-setting with some cooler areas inside buildungs and underground. The jungle part is still a bit undecided.


    t-spawn:

    ct-spawn:

    bombsite A:

    bomsite B:

    overview:

    Album on Imgur


    As for a final name i thought that it might be best to keep it really simple. At the moment de_copper seems like a good idea to me.


    Update in the Workshop

    Please feel free to share some comments.


    Cheers!

    ps. Let's have a playtest soon.

  • [CS:GO] Packing Custom Content?

    • esspho
    • May 11, 2015 at 1:15 AM

    Hopefully I got you right.

    It sounds like your problem could be that you didn't add all your project folders under search paths in the csgo_dev's gameinfo.txt ( tophatwaffle's no. 7)

    I'm using his method together with googledrive and it works just fine. Take your time and go through the tutorial again - it will work eventually.

  • [CS:GO SDK] Smoothing groups not working properly?

    • esspho
    • April 29, 2015 at 10:03 AM

    [Blocked Image: http://i.imgur.com/6wnSBdV.png]


    You can clearly see that your textures are not aligned in horizontal direction. The alt+rightclick

    method works like a charm on this. Simply highlight one segment and alt / rightclick the one next to it ... and so on.

  • Some texture i made feedback welcome.

    • esspho
    • April 28, 2015 at 5:04 PM

    What's it for? Looks good so far - maybe do some modular colour-variations and/ore broken tiles.

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