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Posts by esspho

  • Resident Evil 3 Remake

    • esspho
    • December 5, 2019 at 7:13 AM

    I hope they also bring back the mercinaries bonus game.

  • Mustang (formerly Everest)

    • esspho
    • December 2, 2019 at 4:08 PM

    really nice! Could you show a wireframe?

  • [CS:GO] dz_junglety (Danger Zone)

    • esspho
    • November 30, 2019 at 6:54 PM

    I just played a match and got stuck on the radiotower between a barrel and a metalbeam - not fun. Also the collapsing stairs are very frustrating.

  • [CS1.6] Cocaine

    • esspho
    • November 30, 2019 at 3:52 PM
    Quote from seedee

    On 10/11/2019 at 3:52 PM, seedee said: Also, the cocaine on the table is snortable.

    Does that give you a powerup of some kind?

  • Counter-Strike: Global Offensive

    • esspho
    • November 30, 2019 at 3:48 PM

    Those numbers aren't important at all. Try setting yourself small goals and working off a list.

  • anchor

    • esspho
    • November 30, 2019 at 2:23 PM

    Oh boy, time is moving fast ?


    https://steamcommunity.com/sharedfiles/fi…/?id=1807037033


    This update mainly brings a reworked mid and some changes to the bombsites.

    [Blocked Image: https://i.imgur.com/TdFAr8q.gif]


    Mid

    [Blocked Image: https://i.imgur.com/9k49JMx.jpg]

    [Blocked Image: https://i.imgur.com/8MJSK2Z.jpg]


    A Site

    [Blocked Image: https://i.imgur.com/Uegu6vy.jpg]


    B Site

    [Blocked Image: https://i.imgur.com/Y9ifkY6.jpg]


    The spawn areas also saw some alterations.


    T Spawn

    [Blocked Image: https://i.imgur.com/iKgYedN.jpg]

    [Blocked Image: https://i.imgur.com/QQXoByd.jpg]


    CT Spawn

    [Blocked Image: https://i.imgur.com/4GOABTP.jpg]


    Radar

    [Blocked Image: https://i.imgur.com/ioEOs5D.jpg]

  • [cs:go] de_cleanup - wingman

    • esspho
    • November 18, 2019 at 8:23 AM

    I teamed up with @Squinky and together we made some progress on this one.

    The map is still WIP and missing some parts here and there but it has improved quite a bit since the last update.

    WORKSHOP


    [Blocked Image: https://i.imgur.com/JXeReC2.jpg]

    [Blocked Image: https://i.imgur.com/WHB8MYY.jpg]

    [Blocked Image: https://i.imgur.com/2nyy0f1.jpg]

    [Blocked Image: https://i.imgur.com/AH6ufoz.jpg]

    [Blocked Image: https://i.imgur.com/Yzd7fJ3.jpg]

    [Blocked Image: https://i.imgur.com/Q7Yi4jR.jpg]

    [Blocked Image: https://i.imgur.com/43PBjDi.jpg]

    [Blocked Image: https://i.imgur.com/TbRVu1C.jpg]

    [Blocked Image: https://i.imgur.com/VUK8Dui.jpg]

    Any feedback is highly appreciated.

  • anchor

    • esspho
    • September 25, 2019 at 2:16 PM

    @Squad Thank you for your expert insights. You also gave me lots of inspiration when we talked about the radio tower idea some years ago. I sure will take your kind offer to share your knowledge.

    @blackdog Excelent! I haven't played these games. Thanks a lot for the hint.


    So with this kind of reasurance I'm confident to stick with the anchors as bombtargets. I'll try and see if I can make the tower collapse in convincing way. Accentuating the wind should also be a good idea.


    On other notes there has been another playtest yesterday. Here is the gathered feedback from that and from this thread so far.

    This should keep me busy for a bit :D

  • custom model texture is not working

    • esspho
    • September 24, 2019 at 7:05 PM

    Try using "\" instead of "/".

    Also what's going on in the second screenshot?

  • custom model texture is not working

    • esspho
    • September 23, 2019 at 11:00 PM

    After a moderator has moved this thread where it belongs, you should post the content of your qc-file.

  • anchor

    • esspho
    • September 19, 2019 at 9:50 AM

    hey mike,

    thank you for taking the time to check out the map. It's all great feedback and gives me a lot to think about.

    I'm a little hesistant to loose the anchors tbh, since thats the one core idea behind the whole setup. Hopefully I can make it more convincing (like actually making the tower tilt or something).

    Maybe @Squad who actually worked on towers like these in the past can give some advise?

  • anchor

    • esspho
    • September 13, 2019 at 2:29 PM

    [Blocked Image: https://imgur.com/59V7W0t.jpg]

    Workshop version a2

    https://steamcommunity.com/sharedfiles/fi…/?id=1807037033


    In this update I tryed to adress the feedback from the last playtest which looked like this.

    [Blocked Image: https://imgur.com/G18Cy24.jpg]


    Basicly I've cut one of the entrances to B (left bombsite) and added a wall at A (right bombsite). Here is a comparison.

    [Blocked Image: https://imgur.com/B4wmIxu.gif]


    I also added basic detail to get some individual areas into the map.


    CT spawn

    [Blocked Image: https://imgur.com/rnpGsra.jpg]


    T spawn

    [Blocked Image: https://imgur.com/8LAKptH.jpg]


    Mid

    [Blocked Image: https://imgur.com/rXPavBX.jpg]

    [Blocked Image: https://imgur.com/oMwFd3P.jpg]

    [Blocked Image: https://imgur.com/ZQ3PutU.jpg]


    Bombsite A

    [Blocked Image: https://imgur.com/JOpW0u5.jpg]

    [Blocked Image: https://imgur.com/s4j9Q3G.jpg]


    Bombsite B

    [Blocked Image: https://imgur.com/O1e4NEs.jpg]

    [Blocked Image: https://imgur.com/wM1oifc.jpg]

    [Blocked Image: https://imgur.com/K9Fwtil.jpg]


    T route to A (sweatshop)

    [Blocked Image: https://imgur.com/pqXG7wx.jpg]


    T route to B (corridor with junk furniture)

    [Blocked Image: https://imgur.com/1lChXgg.jpg]


    Radar

    [Blocked Image: https://imgur.com/eLKdMXy.jpg]


    I'm gonna schedule another playtest soon. If you have any kind of feedback please let me know.

    Have a nice day.

  • Blender

    • esspho
    • August 6, 2019 at 9:31 PM

    Oh yeah, I remember that anvil.

    That's a great tutorial series.

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  • Blender

    • esspho
    • July 30, 2019 at 9:17 PM

    I've played around with 2.8 for about an hour now and switched back to the 2.7x input scheme. I wonder if many others do the same out of convenience.

  • Blender

    • esspho
    • July 24, 2019 at 5:54 PM

    Here is a nice overview of uv unwrapping methods that helped me learning the ropes. I'm not sure if it applies to 2.80, though.

    https://anothertutorial.wordpress.com/2015/07/22/may…ing-in-blender/


    I'm really excited to try out version 2.80 but i'll wait for the official release.

  • anchor

    • esspho
    • July 21, 2019 at 3:42 PM

    Here is a link to the workshop and some screenshots.

    https://steamcommunity.com/sharedfiles/fi…/?id=1807037033


    bombsite A

    [Blocked Image: https://i.imgur.com/f51ab4y.jpg]


    bombsite B

    [Blocked Image: https://imgur.com/w4WuKQH.jpg]

    [Blocked Image: https://imgur.com/040ouAN.jpg]


    middle

    [Blocked Image: https://imgur.com/oNQuNMs.jpg]


    t spawn

    [Blocked Image: https://imgur.com/L3bRhnb.jpg]


    ct spawn

    [Blocked Image: https://imgur.com/4Cu5Dsl.jpg]


    Let me know, if you got any kind of feedback.

  • anchor

    • esspho
    • July 17, 2019 at 7:15 PM

    [Blocked Image: https://i.imgur.com/uDYeHAd.jpg]

    Here is the current radar, heighly wip of course.

  • anchor

    • esspho
    • July 17, 2019 at 8:46 AM

    For the contest I'm trying to implement an older idea of mine:

    Terroristst are trying to bring down a radiotower by destroying one of it's two anchors. Beforehand they allready blew up the third one.

    [Blocked Image: https://i.imgur.com/1tdpGUL.png]

    The setting and layout is completely new though. It's all taking place on a set of adjoining rooftops in a dense urban context.

    [Blocked Image: https://i.imgur.com/UbLFd2t.jpg?1]

    Let's see how exotic I can make this.

  • WIP Rio

    • esspho
    • July 17, 2019 at 12:47 AM

    Here is some quick feedback after a bot match.


    what I like:

    - the bridge at B site


    what could be improved:

    - more than 1 one-way-drop is propably too much. it's a little annoying to run into the deadend near ct spawn. a boost would be great here

    - there is a 64 unit high cover on B site. make it either lower or higher avoid unfair headpeaks. 48/56 or 80/96 units works well.

    - that vent needs some light

    - overall the map feels a bit corridor heavy. maybe it would help to partially lower the surroundings.


    nice work so far. keep it up

  • Plz Help

    • esspho
    • July 16, 2019 at 11:02 PM

    i never had this one before but there seams to be a solution described here:

    https://steamcommunity.com/app/211/discus…41715942586135/

    be sure to save a copy of your vmf before opening it with a text editor.

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