Best of luck with the map. Just make it different by name as you already had plans for so people can identify it being separate from the cs version.
Posts by ics
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Quote from Mocherad
On 20.8.2016 at 7:20 PM, Mocherad said: Realy nice style, how long do you creating levels in TF2
Thanks. Actively about 2 years now on and off. I did some in previous years 2010 or so but i never released most of them. Here's a list of stuff i've done.
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Quote from laminutederire
23 hours ago, laminutederire said: That can't be true otherwise I've lost faith in Valve. That makes absolutely no sense not to reset recoil on reload. It's basically ignoring the cause of recoil

https://np.reddit.com/r/GlobalOffens…_doesnt/d637zal
Found text after Vaya refreshed on my memory about who it was.
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Quote from Logic
On 10.8.2016 at 0:15 PM, Logic said: Clearly unintentional, since they already fixed it

[Blocked Image: https://i.gyazo.com/36b30ae02ea701f1ba8a66e7b1002b14.png]
When this bug was found, there was a post on reddit by someone at Valve that it was intentional change but they will investigate and if resetting the recoil on reload makes sense, they will change it. I guess they just waited what the folks say about it and changed it based on feedback.
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Ended up changing the map name due to controversy it caused. It's now called Cabrakan, named after mythical mayan mountain god instead of the mythical creature that people thought ate their goats.
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I released my latest map for TF2. It's called cp_cabrakan (currently in beta3 but fully playable). It's a 5 CP Attack/defence map. If you have played TF2, it's a mix of Steel and Manor. You fight for each point one of a time and they cannot be recaptured anymore. But unlike steel, you need to cap 2 points before you can get to the last point to cap it. But taking the rest of the points makes it easier to get to the last one.
Without further blabbering, here is the map in the workshop!
Here's some images, more at the workshop site. I'm also gathering some feedback if there is some to give, since it's not yet fully done. Thanks.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/448491553885725780/BD18A3268F443FBC265EF908DC2AFEAED6ABC880/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/448491553885735020/25455840B7D9549567FB9021FA81EF04D66C2367/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/448491553885733084/97A6D0D8773632DDBB081A65AC15BCD94D8AF6AE/]
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Looks like they cut off some effects, like particles and changed water to the final game, in order to make it run better on the xbox one. I kind of liked the lighting on the original demos, now it's just blue blue blue shady like alan wake was. I doubt i will pick this up, even though i liked earlier remedy games a lot.
Maybe the new management will change things, as the old managing director left during the development.
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I'm only curious on what causes this to happen. I've never seen physics models bug out like this repeatedly on the same spot.
I'm guessing it has something to do with the displacement. I've seen bomb fall of through the sewn cracks in proper angle, at other maps. It could be that the first thing dead that touches the ground, causes whole physics model to freeze.
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I don't know what is the reason but this spot (see screenshots) seems to bug out players who die near it. They die around it and get left in ridiculous poses. These aren't the only shots i've seen. Is this the map origin or something? Very odd

http://images.akamai.steamusercontent.com/ugc/4777528856…F321891803D899/
http://images.akamai.steamusercontent.com/ugc/4777528856…9D70F3D2F32C57/
http://images.akamai.steamusercontent.com/ugc/2863512835…EA0953B0109973/
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I'd suggest to get rid of the foliage over A bombsite. It's really hard to see out from it upwards and under it from the bridge itself.
I get it while it's covered though. A site in original piranesi is pretty open and bridge control determines if you can win the match as T after planting on A or take it over as CT if T's plant on it.
Piranesi has always been extremely CT-sided map, unless T's manage to quickplant or rush over to the bridge and take over the map from there. It's a great map though, one of my favorites back on CS Source. I hope you can make it even better.
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Quote from El_Exodus
7 hours ago, El_Exodus said: Consider re-releasing it to maybe get into the Workshop spotlight. Now idea how it plays yet, but looks dope!
I'd agree on this, because workshop has 7 day time to get into spotlight aka into steam client csgo launch page and get displayed there. Tons of views and whatnot. After 7 days is over, it's gonna sink down like a rock, never to get out even if posted on reddit or similiar.
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I recently had some time off from work aka winter vacation and i decided to make something usefull for having it. Why not spend that time to make something related maps and people to use for? So while this easter came and more vacation, I wanted to dig in for older map of mine that just didn't play right. It's been in cycle for few years right under my nose on a local finnish server and every time in the recent months it came on and i played it, it just felt wrong in parts.
All these ideas came into my head about how to make it better in the last months, so while i had the time now to do something about it, i did. Fixed things visually and more importantly, gameplay wise. So, dig in and see for yourself (workshop link).
Here's couple of shots from the map. More on workshop. Thanks.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/477752250533125443/F7E072053AADA6565C5943C6047825D22930EFDF/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/477752250533127310/673689F384D6B873B07FDBF36D966829CCB7E30D/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/477752250533132881/0341E73E8615D4E4C58520DD22E030FE4C616FAA/]
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Played some operation mission today and noticed couple of things
Bending palmtrees http://steamcommunity.com/sharedfiles/fi…s/?id=638315130 & http://steamcommunity.com/sharedfiles/fi…s/?id=638315272
Doorway to concrete http://steamcommunity.com/sharedfiles/fi…s/?id=638314984
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That ebola text in the r/csaimmappers sub really drives people into it. Not..
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Available now in Steam Workshop!
Space. The final frontier. Now being conquered by TF2 mercenaries! Both teams have built a base in the moon. Welcome to space mannstronauts!
RED team plans to annihilate BLU base from the moon with a rocket. BLU team is planning a counter-move - they will attempt to deliver some extra payload for the rocket, so it never takes off. PICK YOUR SIDE!
This is my first collaborative creation with a friend. We both did about 50% of it, switching the file back and forth, brainstorming and creating new ideas. We are still doing that, this is just first public release.
Thanks to the first wave testers (in random order): JoniBobo, suvari, Joppe, Filvas, Wery Big Monk and othername.
Note! This map is still under development. This is just a first release. Here's some images, more on the workshop!
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Quote from Klems
I don't see any moon or moon related thingy.
It's based on moon surface. In image parts 1 4 and 5 you can see the grey area being surface of it. It has indoor aswell as outdoor areas too with craters and tunnels. I just wanted to share something and see what people would like about a map being based on moon. So far many people are excited to see something like this. Could be because Valve's moon map rd_asteroid has been dev textured over a year now and payload seems to be according to user polls the most favored gamemode in TF2.
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We are going to the moon boys!
[Blocked Image: http://server2.pelipurkki.fi/~dustin/tf2/comingsoonmoon.jpg]
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Ever since Valve said on their blog that they aren't going to participate in TF2 halloween this year that much, i took one of my older creations and haunted it. By haunting, i mean i gave it new visual look and horrors from past halloweens with slight changes to gameplay and additions that were required to make it work. Some new areas, some old areas changes. The end product is Hellstone on Steam workshop. My end goal was to provide something for the players to play on this halloween, as there wasn't much maps in the workshop at that time. There are some more now popping up but more the merrier, right?
Idea is to for BLU team to help friendly ghost back to hell by pushing the cart with the ghost in it. Map has spells, ghosts, horseless headless horseman, monoculus, skeletons, pumpkins, skulls, horror (said by colin mochrie) and more monoculus with explosions (hi michael bay) and even more ghosts and hellish places. Here's some shots!
Incase you are wondering, yes, it's pretty entity heavy ~1232 used in the beginning but i've tested this with 30 players and it didn't crash no matter what we did. The entities do go off the further the cart is pushed. I remove all entities that aren't needed anymore as the payload cart progresses further and spawns change. So, here it is, i even setup a server for it 89.166.50.111:27015 (Finland). Go play!
PS: If you download this from steam workshop, it really doesn't like .nav files. Bots, bosses and skeletons wont move if you use the workshop version. If you connect to that server, you get the same version as the workshop is and things work fine.
All comments are welcome. Thanks!