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  3. Vinneri

Posts by Vinneri

  • DE_Theos By Vinneri

    • Vinneri
    • April 2, 2014 at 4:41 PM
    Quote from tomm

    Looks like an interesting theme


    but there's something weird going on with the lighting, did you mess with postprocessing?


    and avoid using decals from overpass, it's just too specific to that map.


    I think you should focus more on lighting, better sun angle, more brightness and hard shadows etc.

    Display More

    Alright, I take a look. I'm using basic 16 lightmap scale everywhere atm, so I have to reduce it in some places. With sun angle I was mimicing de_cobblestone, but I'll try something else Thanks!

  • de_infusion (working title) Feedback please :)

    • Vinneri
    • April 2, 2014 at 11:13 AM

    Here you go It's little sad that people don't give much feedback. I hope others would help you too. But of cource playtest us best way to really see what's wrong

  • [CS:GO] - de_paciscor

    • Vinneri
    • April 2, 2014 at 10:17 AM

    Why there is only one bombsite? It's not good if you want this map to be competitive. But if you want it to be demolition map, then that's ok. Now it seems that those top routes are not useful. I haven't played the map, but it seems to be like that. Map looks pretty polished, nice work

  • de_infusion (working title) Feedback please :)

    • Vinneri
    • April 2, 2014 at 9:03 AM

    Hey! You should put this map to playtest, if it's not already waiting. Big question is, if you want CT's to get to mid or not. Atm it seems that T's can easily take control of mid and split ct's appart. Also T's have only one good choice to go A and they cannot easily change direction, so maybe you should me another route for T's to A for example from mid. Many things are hard to say without playtesting, so hoping to see this there

  • de_fracture feedback/comments

    • Vinneri
    • April 1, 2014 at 11:27 PM

    In mid you could make that T entrance cover larger, make ct window (part where you can go through the container) smaller, so it's easier to know if someone is there. It's really crucial flanking spot. Also imo don' let players get over the pit. After those it could be better. Also I'm wondering are you going to do something to the only straight way to A, like simplify the ct side by removing peaking corners or parts where you could only see the head of ct or just add little more cover for T's, as T it was really hard to take. Some places were little too claustrofobic for me, but interested to see the progress. Last thing I noticed was, that B bomb was imo too complex. But yeah, going to be good. Happy mapping!

    ps. What about if you made for T's faster and straight access to that "ct window". Then A bomb site could be more interesting bombsite and you can leave T's mainroute (long with water) as it is.

  • DE_Theos By Vinneri

    • Vinneri
    • March 31, 2014 at 11:14 PM

    I had too much time today, so I did most of your suggestions. For the reward, I'll give for all of you more pictures

    [Blocked Image: http://puu.sh/7RhBZ.jpg][Blocked Image: http://puu.sh/7RhP1.jpg][Blocked Image: http://puu.sh/7RhQo.jpg][Blocked Image: http://puu.sh/7RhRM.jpg]


    Feel free to give more feedback from detailing and adjustment!

  • DE_Theos By Vinneri

    • Vinneri
    • March 31, 2014 at 10:21 AM

    Thank you so much! You may know the feeling when something in map is not good, but you can't find it. I'll start working with things you pointed. Also good to know that everything isn't bad

  • DE_Theos By Vinneri

    • Vinneri
    • March 30, 2014 at 11:37 PM

    Hello partners! I'm fairly new here, so I must introduce myself. I have been playing CS, from early Source. Competitive scene is familiar me, because I've played CS:S in various semi-competitive teams and I have been competing in few LAN-tournaments around Finland. When CS:GO was released I started to get familiar with it, but I never really started to play competitive. I have watched CS streams from the time Twitch was released and I still love watching high-talented teams play against each other. After all these years I'm pretty sure I know mostly how the CS plays.
    I started using hammer about 4 years ago. First I made some easy CS:S maps and L4D survival maps. It took few years to get known with Hammer and those projects were actually not so bad Then suddenly I lost my interest in making maps. It took over a year to finally found back, just to start from beginning. I was so pumpped, that I wanted to make the best map I could ever do. I took one of my old CS:S projects, because I liked it a lot and started to convert it to CS:GO. After many long nights and days I'm here to show you what I got.
    I know that here are some of the most talented mappers, so I'm waiting for responses how to make this map even better I have playtested this map few times with my friends and you maybe have noticed that you are going to get one too! (I'm so excited!) If you could give me things I could do to make this look better that would be awesome. I have promised to myself that this will be released, when it's perfect. And I'm aiming to that.


    So...

    I'm presenting for you, DE_Theos (beta)

    It's a semi-modern map taking place in drug dealers homefarm in unknown location. Police have found the secret hideout and are trying to prevent terrorists from hiding trails. Terrorists are trying to destroy the drugfacility and/or the mansion to cover all the trails from drug manufacture. Map is build to be competitive 5v5 and have various opportunities for tactics. With good smokes, flashes and teamplay any team can win.

    [Blocked Image: http://puu.sh/7Q1wB.jpg]

    [Blocked Image: http://puu.sh/7Q1Bp.jpg][Blocked Image: http://puu.sh/7Q1F1.jpg][Blocked Image: http://puu.sh/7Q1GT.jpg][Blocked Image: http://puu.sh/7Q1HM.jpg][Blocked Image: http://puu.sh/7Q1Je.jpg][Blocked Image: http://puu.sh/7Q1K5.jpg][Blocked Image: http://puu.sh/7Q1Lh.jpg][Blocked Image: http://puu.sh/7Q1Mi.jpg][Blocked Image: http://puu.sh/7Q1Dp.jpg][Blocked Image: http://puu.sh/7PZKv]


    I'm not giving mapfile yet, so spot as many awful looking place from pictures as you can and give me feedpack if you want.

    Thank you!

  • MapCore CS:GO Playtesting 3.0

    • Vinneri
    • March 29, 2014 at 10:53 PM

    I would like to add finally my de_theos on tuesday 8th

    Thank you!

  • WIP in WIP, post your level screenshots!

    • Vinneri
    • March 27, 2014 at 3:21 PM

    I'm so thrilled to show you sneakpeak of my project

    [Blocked Image: http://puu.sh/7Lv0i.jpg][Blocked Image: http://puu.sh/7Lv16.jpg]

  • [CS:GO] de_unnamed (WIP)

    • Vinneri
    • March 24, 2014 at 8:44 AM

    How long it takes to rotate from A to B? You can compare time with official maps to find optimal time. Also have you thought giving another route for terrorist to A? One interesting possibility could be from the middle. Good luck with your map!

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