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Posts by ics

  • de_vaneri

    • ics
    • August 20, 2015 at 12:19 AM

    These forums softwares don't like me, thats why i was hesitant to do it. If i could edit code and not do this fancy edit that tries to guess what i do, then it would be fine. But i managed to attach images here as links now and some information.

    I also updated the map today with new stuff and fixes based on player feedback.

  • de_vaneri

    • ics
    • August 14, 2015 at 7:18 PM

    I released my entry to the public just now. Go ahead, have a look!

  • de_vaneri

    • ics
    • June 21, 2015 at 10:48 PM

    This is my entry for the Mapcore & CSGO Reddit mapping contest. Terrorists are on it again. Deploy the Counter-Terrorist team!

    Workshop link with more images and download

    I guarantee that this map has excellent framerate, original layout and visually it's nice to play on. Also there are few things semi-hidden. For example, explode bomb on B and see what happens or try the soda machine etc.

    I started this map 11th of July, a bit late. I was thinking of participating earlier but i just couldn't get to it sooner. I also spent my 3 weeks summer vacation working on this. It's the best i can do for now in this timeframe. All feedback, comments and suggestions are welcome. Seriously, don't be shy!

    Thanks to Maim and Sebastian I. [DE] for finding bomb stuck spots!

    Good luck to everyone in the contest!

    Overview

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/621848412070529329/9A22BAEF8A7AB4892DECD619FD88900641F46B6C/]

    Bombsite A

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/620723145156329986/295A53F315992085ECF87F2F403841318F97D145/]

    CT way to A

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/620723145147731710/26CBBC97D979BA2C97CEEF4226B40E3D1B810868/]

    T way to A

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/620723145147729749/2FE02D7F773FFFA710E63EA3109D345109566A1F/]

    Bombsite B

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/620723145156343200/6976A28BF7AE8776B191BD5B924B3E3344F5C193/]

    Bombsite B, another angle

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/620723145147738578/A96CBCE94920172CD8CF721BEE969485B0FA7C4B/]

    CT way to B

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/620723145147742051/C26A8E6E14DEBBFDC498D543A1C08EB307F6E113/]

    T way to B

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/620723145147745392/A0435B8D36CF8C925D9265236774F39821D1ACCF/]

    Mid connector


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/620723145156344562/ABB196E53CB0A49C1EBD6C23E38888F324E8C012/]

    Underpass to B, T side

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/620723145156343601/CCF2C03859458EE639F43C28DFF34CC2FA9B0071/]

    Connecting route between A and B sites

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/620723145156340878/0B1EB331B0739D5B5E68015DDBD86CC2CF48C067/]

  • pl_millstone

    • ics
    • January 1, 2015 at 2:40 PM

    Updated 1st post with new, final version.

  • Mappers block?

    • ics
    • December 30, 2014 at 1:13 AM

    When i started mapping, i kind of drew just everything out of my head. That well dried about over a year ago. Since then, i have not been able to draw things out like i used to. Some people go ahead and take photographs of real life locations. I have been thinking doing so and then having inspiration from them maybe. But returning to old work that's laying on a disk sometimes helps, i pulled out old map of mine and made it completely playable during this winter vacation of mine.

  • what was your favourite / most inspiring map

    • ics
    • December 30, 2014 at 1:10 AM

    Most inspiring map for me, since i started doing maps, is propably from TF2, pl_goldrush. When it came out, i was playing that map alone for a month. It was just so good. The theme was excellent and the payload gamemode was new. Took me a lot of time to understand all of the awesome things in it. But the displacement work in it is something you don't see every day. Also the layout of it, i know it's based on dustbowl, but still it's made a lot differently and the visuals are better.


    Another map that kind of made me open my mouth was pl_upward. Again the theme and map location is excellent how the map is built around it. You don't see levels like that every day.


    What's my favorite map? Not really such of a thing, but in CSGO, i have to say de_cache blew in a way that it's layout just works. It's not too CT sided or T sided.

  • pl_millstone

    • ics
    • December 30, 2014 at 1:00 AM

    This is a winter themed TF2 map that i have been working on and off for quite some time. It's based on an old map of mine, cp_millstone that was my first TF2 map ever. But i made mistakes and it just didn't work. I did another map in the meantime, pl_5curve, that turned out much better.


    But a year ago, i returned to this one. I was only able to work with it occasionally on and off but now that i have vacation time, i ended up nearly finishing it. I experimented with different styles over the time, from sunny to dark with different versions. But then i tried snowy (it's atm cold as hell here in Finland) and it just kind of clicked and looked what i wanted.


    Without further words, Payload gamemode, longer track than usually, one more control point than usually in Valve maps and lots of work.


    Some images:


    - Starting area

    - First capture point area

    - Second capture point area

    - Path to the third capture point area

    - Third capture point area

    - Last area and 4th capture point on the right


    Download link, get the map, click here!


    Any further feedback is welcome, but this most likely is the version i will release as final. Thanks!

  • Counter-Strike: Global Offensive

    • ics
    • December 2, 2014 at 6:16 AM
    Quote from Beck

    Pasha's interview was great, my friend.


    Yeah i loved that. No homo.

  • Counter-Strike: Global Offensive

    • ics
    • November 21, 2014 at 8:59 PM

    You are right, i had no idea.

  • Counter-Strike: Global Offensive

    • ics
    • November 21, 2014 at 8:37 PM
    Quote from El_Exodus

    good update today. i also like the new stickers.


    Not so good, somebody seems to have deleted bombsite B from Bazaar...

  • de_region (CSGO)

    • ics
    • October 26, 2014 at 7:23 AM

    I haven't had time to work with this lately that much but there is a ladder to the roof on B too. No need to boost and jump.

  • Gaming Sequels Would Like To See

    • ics
    • October 22, 2014 at 4:54 PM
    Quote from SpronyvanJohnson

    Kingpin 2.


    This and 100 more than you. Basically loved the multiplayer bagman mode in it and the whole game was awesome.

  • Gaming company employee threatens to kill Gabe, gets game pulled off Steam.

    • ics
    • October 21, 2014 at 7:37 PM

    Well, another employee of the company tweeted this https://twitter.com/Vallisca3x3x3/status/524591281725800449 so i kinda feel sorry for him.

  • The Mapcore Mod Team

    • ics
    • October 21, 2014 at 7:34 PM

    Wrote up some story in the Google drive page, as it's all i can do since people seem to go UE4 in which i have no experience of.

  • Gaming company employee threatens to kill Gabe, gets game pulled off Steam.

    • ics
    • October 21, 2014 at 5:18 PM

    Seriously, what was on his mind? Did he think it would go unnoticed?


    http://www.giantbomb.com/articles/devel…game/1100-5052/

  • [CS:GO]de_zoo

    • ics
    • October 17, 2014 at 10:16 PM

    Cool looking map, looking forward to seeing more.

  • [CS:GO] de_88mm

    • ics
    • October 16, 2014 at 8:15 PM

    You should not worry about the people who "downvote" your map on workshop. If your map is solid, and it looks like it's on the right track, upvotes will pass downvotes easily. But there is a issue with workshop itself, after first week, you won't be able to gather enough attention to raise views, subscriptions and votes on it.


    But back to your map, i like it a lot aesthetically. The idea is great and it looks good. However, i think you may still need to add some more lighting to certain areas and some areas seems too cluttered. Slight adjustments is all you need to make the map more easily navigated for even the people who aren't good at it. I cannot say more without seeing it play some time though.

  • Models vs Brushes

    • ics
    • October 15, 2014 at 2:00 PM

    Regarding Source engine, it depends a lot from the game structure. For example no brushes strategy doesn't work with CSGO. Like Z(Rus) said, brushes are important thing in terms of cutting visibility so too much of the map doesn't draw out immediately. Other engines approach stuff like this differently but for Source, brushes are kind of important.


    However, if you look Source at games such as L4D2, nearly every building (if not inside the bulding itself), nearly every level is made of displacements, models and func_detail brushes. In L4D2, Valve uses the fog as element to hide the models fade in and out distances and nearly the whole map is drawn out at once. Sure, there are some areas that cut visibility, for example skybox textures and areaportals but if you look at levels such as swamp fever and it's first map, there definitely isn't much of brushwork used that is solid in the map.


    TL;DR: games like CSGO require brushwork to run great.

  • The Mapcore Mod Team

    • ics
    • October 13, 2014 at 6:08 PM
    Quote from SpronyvanJohnson

    When I posted this I would never have guessed that there would be so much interest. The shared doc already has a list of people and their skills. It's great to see so many jump aboard and share their ideas but you can't steer a ship with that many captains. I'm unsure on how to proceed. Suggestions would be appreciated.


    Thoughts I had:

    • Pick one of the suggestions, post that as the mod we are going to develop and see who wants to join that.
    • Come up with something on my own and hope people are interested in that.
    • Going the other way around. Pick an engine and a genre, see who wants to work on that, form a team and discuss with them what we are going to make.
    • Drop the whole 'test' mini mod idea and directly start with what we want to make.
    • Open a poll asking the Core what mod they would like the see. Listing genres, engines and games and pick to most favorite as the Core's pet project and take it from there.


    I'd say pick engine see who is interested that far. Then put up a meeting and discuss what everyone is expecting/wants to do. General vivi said it the best, do something simple first before going too far. It doesn't have to be a HL2 level but doing something that all agree on would be nice and keeping that goal. You can always do a remake or part2 after that. Internet is full of projects that never finish and i would hate to see people @ here pull out another. After people have seen how others work, how easily or hard they are to work with and can collaborate with others, then you see if this ever takes on or not.

  • The Mapcore Mod Team

    • ics
    • October 12, 2014 at 1:03 PM

    If you guys decide to go L4D2, i have some experience on that area and be very interested to dig in at that point. There just is too many L4D2 campaigns with ridiculous ideas and difficulty that divert off from base game too much and with a group of people who know what they are doing, it would be much much more interesting to brainstorm with.


    Quote from tr0nic

    L4D2 campaign of 2 or 3 maps length that doesn't support versus mode at all so we can focus more on the story. ( Crazy crescendo events that splits party in 2 x 2, controlled semi-random special infected spawns to spice up intensity, cut scenes midway into campaign?, controlled equipment progression, some multi-path in between events).


    I would see no harm including versus mode, it doesn't take much to incorporate it to the map itself. You end up doing most of the work in coop campaign anyway and it's easy to implement in at the same time or even afterwards. Versus is something that also brings players into it more than just coop but that's another story.


    2-3 maps (or 2 maps and finale third) would be a good task, not too long and not too short. Story is very important. Cutscenes mid campaign haven't been done much, would be interesting to dig in to that area. There are intro's and outro's but not "midtro's" seen in any campaign that i know of.


    **EDIT**


    Also interested participating in whatever the group decided to go with. Not just L4D2.

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