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  3. Vinneri

Posts by Vinneri

  • CS:GO mapping phases - and some questions :)

    • Vinneri
    • October 18, 2014 at 9:07 AM

    First of all, give it a playtest in mapcore. After that make changes in layout from feedback. You can detail pretty much by brushes, but you must use nodraw on them as much as possible. Start reading about optimization, so it won't become a problem in the end. Most important thing about detailing is referencephotos. Use them! Be sure you don't just put any props that looks nice to your map. Gameplaywise, make as much cover as possible from brushes. Also rotation from a to b shouldn't be over 15 sec. Hopefully other people add what I forgot. Playtest is your first to-do

  • NEW - de_Granada

    • Vinneri
    • October 16, 2014 at 11:49 AM

    Remember to use nodraw in all non-seeable blocks. It helps with optimization.

  • de_stupa

    • Vinneri
    • October 16, 2014 at 11:42 AM

    You can count me too 5v5

  • WIP in WIP, post your level screenshots!

    • Vinneri
    • October 15, 2014 at 8:40 PM

    I've been busy with 3d skybox and still very WIP.

    [Blocked Image: http://puu.sh/cdxQh/d785079d6c.jpg]

  • [CS:GO][WIP] de_sparrow

    • Vinneri
    • October 15, 2014 at 11:20 AM

    In B ct's had too much advantage on ladders, so I think you should re-add stairs OR put a little box back to the wall, so T's can see there without committing to the ladder.


    [Blocked Image: http://puu.sh/cd1hl/35c3cf5bf5.jpg]

    Overall I liked this version much more! It was better in almost every way. The middle was better etc. You should still think a bit chokepoints where players meet. I felt that taking B was hard, because CT's could make really good crossfires in chokepoint. The A the door feels nice, but sometimes makes really awkward fights happen. Other A chokepoint was less fun. I don't know what was wrong, maybe that OP headshotbox, where CT could demolish the whole team? This map has good potential now!

  • de_havana

    • Vinneri
    • October 15, 2014 at 11:05 AM

    Hi! I wanted to give one little note I found as terrorist. If CT's are able to rush that area, T's have very little cover, that's why I would like if you make that red part wider.

    [Blocked Image: http://puu.sh/cd10L/7d919aea5b.jpg]

  • [CS:GO] de_dome

    • Vinneri
    • October 10, 2014 at 12:55 PM

    I think map seems to have long sightlines and not really well thought chokepoint. Awp's has a great advantage. Even thought you should make a mapcore playtest and try it with us. That gives the best feedback. Also I'm a bit concerned with the size. It might be a bit too small for 5v5 competitive.

    Keep up with the work

  • Games W.I.P Thread

    • Vinneri
    • September 29, 2014 at 9:20 AM

    I would play that on LAN so hard with friends!

  • MapCore CS:GO Playtesting 4.0

    • Vinneri
    • September 27, 2014 at 8:33 AM

    Can I has playtest for de_agri once more next tuesday. Thanks!

  • WIP in WIP, post your level screenshots!

    • Vinneri
    • September 24, 2014 at 10:23 PM

    There is so much to do, but I'm really happy with the beginning.

    De_agri ready for playtest tomorrow

    [Blocked Image: http://puu.sh/bMshS/08d6e90037.jpg]

  • [CS:GO]de_zoo

    • Vinneri
    • September 21, 2014 at 10:59 PM

    I liked the B site a bit more, so I think it's nice even without any change

  • [CS:GO]de_zoo

    • Vinneri
    • September 21, 2014 at 10:42 PM

    Thanks for the playtest! Map is really nice, but taking A as T was really hard. I would love, if you can make this awp spot impossible that I'm aiming at. Whole balcony could be blocked by raising that middle wooden wall. That's the only gameplay thing I'm worried at


    [Blocked Image: http://puu.sh/bIvQR/85b3343213.jpg]

  • MapCore CS:GO Playtesting 4.0

    • Vinneri
    • September 19, 2014 at 4:27 PM

    New testday for De_Agri, and 25.9 would be nice!

  • WIP in WIP, post your level screenshots!

    • Vinneri
    • September 18, 2014 at 7:39 PM
    Quote from tomm

    I've never seen windows shaped like that o.0

    You can find those in Finland

    [Blocked Image: http://puu.sh/bEiRI/f845c22ed4.jpg]

  • WIP in WIP, post your level screenshots!

    • Vinneri
    • September 18, 2014 at 6:04 PM

    After De_Theos I'm now starting to understand the power of reference photos.


    [Blocked Image: http://puu.sh/bEbQT/d6f64b7408.jpg]

    [Blocked Image: http://puu.sh/bEbF6/f5a6606f26.jpg]

    Red texture is still a bit too bright..

  • WIP in WIP, post your level screenshots!

    • Vinneri
    • September 16, 2014 at 5:13 PM

    Ready for thursday's playtest. It's going to be something really different. No normal lanes and "mid".


    [Blocked Image: http://puu.sh/bBsOb/ff7f3f96ac.jpg]

  • De_tuscan beta discussion

    • Vinneri
    • September 11, 2014 at 9:26 PM
    Quote from Raidix

    Well, the map isn't that bad, but really not impressive, especially not after almost 3 years.

    But he seems to be right when he says:

    He got tons of subscribers and obviously good raitings (currently #6 top rated all time).

    Sometimes I don't understand the community...

    It's like HL3. It's gonna sell well even if it sucks.

  • De_tuscan beta discussion

    • Vinneri
    • September 10, 2014 at 6:29 PM
    Quote from slibu

    if it isn't about the money, what is it about?

    I don't know about you guys but if I created an original map that was a huge success among the community I would gladly seek help or even let other people make a better version of it, if I can't deliver a solid remake.

    unless you are greedy and don't want to share the potential operation money..

    first thing that came to my mind when I walked around the map is 'this isn't really a competitive map'... way too much visual noise with dark/sharp textures and many spots with overdone foliage where you can't see players properly. and there are way too many jumpable boxes and spots (not counting the rooftop bugs)..


    Happily it's only beta. I'm sure all weird stuff that wasn't possible in 1.6 or cs:s will be removed, because pros' feedback is going to bee arsh.

  • De_tuscan beta discussion

    • Vinneri
    • September 10, 2014 at 2:20 PM

    In Reddit Brute has said that in "future" he will desing both bombsites with custom assets.

    http://www.reddit.com/r/GlobalOffens…nally_d/cke83gu

  • De_tuscan beta discussion

    • Vinneri
    • September 10, 2014 at 1:25 PM

    What do you think? There's huge clipping problem at the moment, so you can get to roofs several ways. Map itself seems pretty solid.

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