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  3. esspho

Posts by esspho

  • MapCore Mini Texturing Challenge #01 | CS:GO Stickers

    • esspho
    • March 10, 2014 at 11:13 PM

    I had the same thing yesterday. verifying the gamecontents did it for me.

    keep trying

  • MapCore's Mini Texturing Challenge #01 | CS:GO Stickers | Submissions

    • esspho
    • March 10, 2014 at 1:25 AM

    http://steamcommunity.com/sharedfiles/fi…s/?id=236841184


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

  • MapCore Mini Texturing Challenge #01 | CS:GO Stickers

    • esspho
    • March 6, 2014 at 1:23 PM
    Quote from FMPONE

    I would clean up the linework on this. It's beautiful but its very detailed for a sticker, I think. Not that I'm an expert, my attempt sucked


    i'll see what i can do about that later today but i think it will work out when i scale it down.

    hope to have the sticker ready by friday. i'm going for paper-backed glossy and holo.

  • MapCore Mini Texturing Challenge #01 | CS:GO Stickers

    • esspho
    • March 6, 2014 at 12:38 AM

    I'm working on a pirate sticker


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


    allmost done

  • Counter-Strike: Global Offensive

    • esspho
    • February 14, 2014 at 1:19 PM
    Quote from SotaPoika

    What if the shield would get knocked off with he-grenade?


    or it could wear off like kevlar

  • [cs:go]de_twinstar

    • esspho
    • January 27, 2014 at 1:25 AM

    I'm working on a defusal map set in an african mining environment.
    Terrorists plan to disrupt the operation by destroying crucial machinery.


    [Blocked Image: http://i.imgur.com/5jSD4GZ.jpg]

    layout


    [Blocked Image: http://i.imgur.com/xcjAgY4.jpg]

    t-start


    [Blocked Image: http://i.imgur.com/iaOlmfG.jpg]ct-start


    [Blocked Image: http://i.imgur.com/81qjOZv.jpg]

    bombsite A


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

    bombsite B


    [Blocked Image: http://i.imgur.com/QEaxTX7.jpg]

    boost area in mid


    [Blocked Image: http://i.imgur.com/3BbaH7M.jpg]

    conveyor area


    [Blocked Image: http://i.imgur.com/1i20p21.jpg]silo area above mid


    [Blocked Image: http://i.imgur.com/3W4Bogn.jpg]jungle


    [Blocked Image: http://i.imgur.com/TkKJym2.jpg]

    jungle concept


    My main concern is about the layout. The previous playtest showed that there where too many connections

    so that the gameplay was more ore less deathmatchstyle.
    Since then I cut some routes and widened the remaining ones a little bit.


    The current version (a3) can be found here:


    Steam Workshop


    I'm curious about the latest playtest's feedback and any thoughts in general.


    Cheers!


    [Blocked Image: http://i.imgur.com/fRRLv19.jpg]

  • MapCore CS:GO Playtesting 3.0

    • esspho
    • January 22, 2014 at 11:32 PM

    Hi there!


    I'd like to call one of thursday's slots to test twinstar again. Overall I'm interested in opinions on these questions:


    - Does the layout match tactical gameplay? (Since there were some concerns)

    - What do you disklike most?

    - What do you like best?

    - Is the map fun?


    download


    some weird textured screenshots


    Hope to see you on thursday.

  • [CS:GO] Bagra

    • esspho
    • January 22, 2014 at 10:45 PM

    looks awesome!

  • Breaking Bad

    • esspho
    • January 20, 2014 at 4:37 PM
    Quote from PogoP

    This will explain it:


    http://www.vulture.com/2013/08/jesse-…cigarettes.html

  • WIP in WIP, post your level screenshots!

    • esspho
    • January 20, 2014 at 4:24 PM

    is there a hurt trigger attached to the kart?

  • [CS:GO] Bagra

    • esspho
    • January 15, 2014 at 1:39 PM

    Yesterday's playtest was fun (although i didn't stand a chance).

    The last version i played (v50 i believe) fellt like a maze to me with brown walls all around and little orientation points. You got that covered by now and it works well in my opinion.

    I saw two minor things during the test:


    this one is obvious but i post it anyway:

    [Blocked Image: http://i.imgur.com/G1HMGkf.jpg]


    the other thing was this lamp. it's flickering when you move around (looked like a sprite issue):

    [Blocked Image: http://i.imgur.com/g3GzQ6U.jpg]


    i think that bagra hits the spot for most cs players. maybe you could do a little more optimisation and you're good to go

  • [CS:GO] De_marquis

    • esspho
    • January 15, 2014 at 12:24 AM
    Quote from Hashtag

    [Blocked Image: http://img15.hostingpics.net/pics/141961riot41.jpg]


    how about de_marquis ?

  • [CS:GO] De_marquis

    • esspho
    • January 14, 2014 at 5:26 PM

    in french a street section is called défilé (i think). so maybe de_file?

    anyway, great work! i really like the layout.

  • [CS:GO] de_plaza

    • esspho
    • November 29, 2013 at 10:21 PM

    looks pretty solid. i'll try to make the next playtest.

    i noticed there is another map called de_plaza on the workshop and just wanted to tell in case you didn' allready know.


    keep it up

  • Periodical CS:GO Map Making Contest are now happening over at /r/CSMapMakers

    • esspho
    • November 26, 2013 at 9:43 AM

    good effort!

    unfortunately i don't have enough sparetime for now to enter a competition

    but i hope you get enough submissions and votes.

    in which intervalls will there be competitions? Do you organize it by yourself

    (picking themes etc.)?


    So good luck with it. i will stay tuned.

  • CS:GO Workshop: Weapon Finishes

    • esspho
    • November 21, 2013 at 4:58 PM

    @ octopump: saw this on polycount earlier. you're far ahead of the competition imho.

  • WIP in WIP, post your level screenshots!

    • esspho
    • November 21, 2013 at 1:25 PM

    maybe add a closed door or something to this bridge:


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

  • MapCore CS:GO Playtesting 3.0

    • esspho
    • November 19, 2013 at 10:37 PM

    About your map esspho (de_twinstar_a2). As i told you, i think it's currently an excellent deathmatch map, because it's kinda small and has lots of short paths that allow you to easily get around ennemies and kill very quickly a lot of people. Also i think that this is going to be beautiful, it's a great start.But if you want to make it more like a serious bomb map, maybe you should change things, starting by deleting some paths.


    Quote

    [Blocked Image: http://img97.xooimage.com/files/1/9/b/suppr1---copie-423db12.jpg]

    This path has 2 issues : it makes the other path (with the conveyor belt for seeds or garbages i don't know) useless and it allows CT to rush immediatly the middle at the terrorists positions.


    Quote

    [Blocked Image: http://img98.xooimage.com/files/1/b/e/suppr2---copie-423db18.jpg]

    This path is also not needed, terrorists shoud be able to climb in the middle if they want to rush the middle, so they don't need it. Also, counter terrorists can jump from the middle catwalk.


    Quote

    [Blocked Image: http://img98.xooimage.com/files/8/1/7/suppr3---copie-423db1c.jpg]

    It's true that terrorists must be able to rush the middle but this thing makes it too fast and easy for them. Instead, put some crates and stuff on the ground to let them climb and reach the CT position.


    Quote

    [Blocked Image: http://img95.xooimage.com/files/7/1/0/suppr4---copie-423db1e.jpg]

    This path is also something complicated that doesn't really make things more interesting. Instead of it, you can make a recess in the wall with some obstacles to make some covers in order to defend the bombsite.


    Quote

    [Blocked Image: http://img98.xooimage.com/files/4/5/4/suppr5---copie-423db27.jpg]

    I'm not completely sure with this one but i think it's not really needed (because it's possible to access the corridor behind with the path on your left or the one from the bombsite B).


    Quote

    [Blocked Image: http://img98.xooimage.com/files/0/6/3/suppr6---copie-423db2d.jpg]

    Here, there are 2 ways to get out from the corridor behind, i don't think it helps and it makes things more complicated as usual.


    There are also a lot of tight paths that you should enlarge, keep in mind that in any paths players should be able to run with at least 2 or 3 players easily, without getting stucked. So here are some examples of tight corridors :


    Quote

    [Blocked Image: http://img99.xooimage.com/files/2/7/9/elarg1---copie-423dd11.jpg]


    Quote

    [Blocked Image: http://img99.xooimage.com/files/f/e/c/elarg2---copie-423dd19.jpg]


    Quote

    [Blocked Image: http://img96.xooimage.com/files/a/d/7/elarg3---copie-423dd1f.jpg]


    Quote

    [Blocked Image: http://img98.xooimage.com/files/d/a/6/elarg4---copie-423dd23.jpg]


    There is also that sightline that might be overpowered in my opinion, maybe you should make it smaller.


    Quote

    [Blocked Image: http://img96.xooimage.com/files/2/1/b/coupe_mid1---copie-423dd51.jpg]


    Quote

    [Blocked Image: http://img97.xooimage.com/files/c/1/4/coupe_mid2---copie-423dd55.jpg]


    That's it for today, i hope it helps !


    wow thanks man!

    this is REALLY helpful.

    the deathmatch-character showed especially during the warmup imo. i'll look at the mentioned shortcommings and try to change the gameplay

    to a more de-ish style.


    thank you for taking the time


    Quote from roflzomglol

    DE_Twinstar


    damn, the first iteration was gigantic, the second now is kinda small, very interconnected and terrorists can swarm out and push the CT's in like 5 seconds, it really felt more like a fight yard (fy_) map than a defuse map. I would suggest to put the T spawn further back and close off a few routes to make it work. Otherwise it was a very nice setup and already showed how beautiful it's going to become.


    moving the t start sounds like a good idea. thanks for playing everyone!

  • [alien swarm] escape

    • esspho
    • November 19, 2013 at 9:57 AM

    what's gonna happen when players reach the end? bloodhound-pickup? elevator ride?

    overall it looks rather short playtime wise (not a bad thing).

    since you seem to have a scenario - what kind of environment will it be?


    looking forward to a playable version.

  • MapCore CS:GO Playtesting 3.0

    • esspho
    • November 18, 2013 at 1:31 PM
    Quote from Rick_D

    >mediafire

    >not steam workshop

    >2013

    >being this retarded

    ... you may have a point there.

    i was planning to upload it to the workshop after another playtest.

    I'll get to this when i come home.

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