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  3. esspho

Posts by esspho

  • de_neutron

    • esspho
    • December 24, 2014 at 12:55 AM

    I agree with Deathy. How about a fictional name like 'Waldheim'?

    Really cool wip-shots by the way.

  • De_Library [WIP]

    • esspho
    • November 30, 2014 at 3:58 AM

    It looks pretty open in some places. Especially in that picture with the bombspot.

    Is this going to be all indoor? What's the scenario?

  • [cs:go]de_twinstar

    • esspho
    • November 16, 2014 at 12:46 AM

    good point. I'm going to reconsider renaming the map until release. I'll think of something. Thank you all for your suggestions. Keep 'em comming!

  • [cs:go]de_twinstar

    • esspho
    • November 14, 2014 at 4:19 PM
    Quote from jackophant

    de_ore = Dior?


    [Blocked Image: http://ftape.com/media/wp-conte…ING2013_SP1.jpg]


    I like twinstar mining as a corporation, that looks good, bit of back story if you will. As a name maybe not so much, and I'm definitely not liking de_ore


    Africa is known for it's conflict diamonds and minerals, I'm a massive fan of abstract but relevant names, so maybe simpy just de_conflict?


    You say Africa, but this is specifically congo. I think the same applies with the name


    http://www.raisehopeforcongo.org/content/conflict-minerals


    I haven't played it yet, but it looks like fun! Would be good to see a jungle theme successfully implemented

    Display More


    There are other possible locations besides congo - like niger for example.

    http://worldnews.nbcnews.com/_news/2013/05/…s-in-niger?lite


    A good name is allways a tough one. I like de_ore because it's short and gets the point across, de_mineral is also good for the same reasons.

    My initial working title back then was de_ormico by the way (short for Ore Mining Corporation). But it was dismissed because I thought nobody would remember a name like that.


    Quote from Vinneri

    De_oregasm?


    lold

  • Counter-Strike: Global Offensive

    • esspho
    • November 13, 2014 at 1:41 AM

    SDK fixed.

    Also Congratulations!

  • [cs:go] de_log

    • esspho
    • November 8, 2014 at 7:11 PM

    nice trailer. you could have put the log-logo in it since it looks pretty neat.

  • [cs:go]de_twinstar

    • esspho
    • November 8, 2014 at 12:11 PM
    Quote from Drakeee

    de_smelt ?


    The map's theme is more about ore mining than smelting. Allthough it might be a good idea to have a smelting plant somewhere on the horizont / skybox.

  • [cs:go]de_twinstar

    • esspho
    • November 7, 2014 at 9:45 PM
    Quote from spence

    Layout looks cool and I like your concept paintover. Some areas look like they might be a bit cluttered, but this might just be because a lot of the world is the same colour (due to the dev textures) and things start to blend together. I don't think it will be an issue provided the final assets aren't all the same colours as the blocking geometry.

    Are you going for a cleaner style with the map? Because of the textures, I mistook this as a TF2 map for a moment


    I definitely aim for a good overall readability. You are right with the assets. I recently started making props out of my placeholders and I think they should create some contrast to the other textures. Also the lighting is flat and shadows are dark because I didn't do anything about it yet.

    I'm trying to create different areas that can be easily identified by their looks. The bottom section of each area has a strip of lighter textures.


    Here are some of the textures I made.


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

  • [cs:go]de_twinstar

    • esspho
    • November 7, 2014 at 12:41 PM

    Thanks. I'm not set on the name. How does de_ore sound?

  • [cs:go]de_twinstar

    • esspho
    • November 7, 2014 at 2:38 AM

    Hi all!


    I'd like to share some heavy-wip-shots and maybe get some opinions.


    Jungle Area:


    [Blocked Image: http://i.imgur.com/hHd1ctJ.jpg]


    [Blocked Image: http://i.imgur.com/ORIQ6Jh.jpg]


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


    CT Spawn:


    [Blocked Image: http://i.imgur.com/VPHDz4J.jpg]


    T Spawn:


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


    Bombsite A:


    [Blocked Image: http://i.imgur.com/BCgqbg1.jpg]


    Bombsite B (moved a little bit to the center of the area):


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


    [Blocked Image: http://i.imgur.com/xP8FQNo.jpg]


    Middle:


    [Blocked Image: http://i.imgur.com/oHVU9mj.jpg]


    Cheers!

  • [cs:go] de_log

    • esspho
    • November 4, 2014 at 10:42 AM
    Quote from catfood

    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.

    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.

  • [cs:go] de_log

    • esspho
    • November 3, 2014 at 1:03 PM

    I' didnt play the map yet but I must say you really nailed the theme. I'm working on a map with a similar setting and when I saw it on the workshop I thought:

    Damn, catfood did it! I feel great respect for your work and this map in particular.

  • [BS]duel_overcome

    • esspho
    • October 9, 2014 at 1:16 PM

    hi!


    cool dojo, but you've got some nasty texture repetition on those pillars. You could rotate and / or mirror some of them to break it up a bit.

    also maybe to dark. good work!

  • [CS:GO WIP] Port

    • esspho
    • October 1, 2014 at 2:04 PM

    This line of trees on the right seems really odd to me. You woulnd't see such thing in an industrial port I guess.

    Also they could not have gotten that big with such little soil to grow in - but thats just me being nit-picky

  • [CS:GO] De_oldbarrow

    • esspho
    • September 11, 2014 at 10:39 AM

    The black texture ingame can happen if you use a custom material and mistype the name of a bumpmap/ specularmap or the likes of that in your *.vmt-file.

    Can't tell if this is the case here.

  • [CS:GO] de_<unnamed> (WIP)

    • esspho
    • September 11, 2014 at 8:58 AM

    Looks good.

    A classic german framework would propably look a little more like this:

    [Blocked Image: http://i.imgur.com/nG4xzgL.png]


    Are you using any custom assets?

  • WIP in WIP, post your level screenshots!

    • esspho
    • September 10, 2014 at 11:50 PM
    Quote from holiestcows

    Im working on a dev block out, of a NMRiH map for my application to become a dev.


    ...


    The placement of those escalators right infront of that rear wall seems unnatural (assuming it's a mall).

    Also malls don't have that many solid walls but way more display windows.

  • [CS:GO] de_unnamed (WIP)

    • esspho
    • March 23, 2014 at 5:25 PM

    i would suggest building a slope here:


    [Blocked Image: http://i.imgur.com/11q3rR8.jpg]


    this way you could extend the short route from t-spawn to bombsite A. also it could be good for the player's orientation if they know there's this one slope / stairs / road to A and a flat route to B.

    just thinking. good luck with the map!

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

    • esspho
    • March 17, 2014 at 2:42 PM
    Quote from OrnateBaboon

    Anyone else feel a bit dirty by clicking the "Like This" button on so much good work that will never get released?

    definitely yes.

  • Mini Challenges feedback thread

    • esspho
    • March 11, 2014 at 10:20 AM

    done.

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