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Posts by El_Exodus

  • Counter-Strike: Global Offensive

    • El_Exodus
    • October 10, 2014 at 10:55 PM

    Skins are not enough. Valve drops Music Kits! #hype


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  • [CS:GO]de_zoo

    • El_Exodus
    • October 10, 2014 at 1:46 PM
    Quote from Puddy

    Please use imgur.com for future pics. All those ads might give us aids.

    Oh, sorry guys. I'm browsing with AdBlock so i don't see any a(i)ds. Will change that in the future

  • New DE_ map (No name) Need some feedback on the layout.

    • El_Exodus
    • October 10, 2014 at 3:07 AM

    As you already mentioned: I'd suggest a playtest to point issues out. Lucky you that Mapcore offers a playtest service. I think it's exactly what you're looking for.

  • [CS:GO]de_zoo

    • El_Exodus
    • October 10, 2014 at 2:48 AM

    Alright MOAR feedback (A Site)


    As i already told you: The window in maintenance room could be bigger for easier flashes. I also thought that there could be a window on the front of the building, but that might make CT nades too easy. So nvm maybe

    [Blocked Image: http://abload.de/thumb/2014-10-10_00004cxomb.jpg]


    Also there are lots of CT head peeks which are kinda hard to check all in 2 seconds. For example this one(CT view):

    [Blocked Image: http://abload.de/thumb/2014-10-10_00003yzqod.jpg]


    and this one(marked with hitmarker):

    [Blocked Image: http://abload.de/thumb/2014-10-10_000028fqgf.jpg]


    The first one can easily be diabled by moving one rock slightly to kill the sightline. The second one can be less CT sided by lowering the ground (displacement) to the level of the hitmarker on the left side in the following screen. So you'd end up having a little rock wall in the enclosure:

    [Blocked Image: http://abload.de/thumb/2014-10-10_000011krnh.jpg]


    In addition to the head peeks, there are quite some spots for CT's to hide. You could lower the number, by adding another rock/clip combination to this point, so CT's will either hide in the close corner after the maintenance room or behind the "far" rock behind this spot. It would still be a powerful position for CT's though.

    [Blocked Image: http://abload.de/thumb/2014-10-10_000069aqpu.jpg]


    As you can see in those screenshots, too:

    [Blocked Image: http://abload.de/thumb/2014-10-10_00009thogz.jpg] [Blocked Image: http://abload.de/thumb/2014-10-10_00007zrqak.jpg]


    You also see there, that some rocks, have wrong collision models. I pointed some of them out:

    [Blocked Image: http://abload.de/thumb/2014-10-10_000102arjq.jpg] [Blocked Image: http://abload.de/thumb/2014-10-10_00011o7pg2.jpg] [Blocked Image: http://abload.de/thumb/2014-10-10_00012hjruk.jpg] [Blocked Image: http://abload.de/thumb/2014-10-10_00013yarr0.jpg] [Blocked Image: http://abload.de/thumb/2014-10-10_00014gnp5v.jpg] [Blocked Image: http://abload.de/thumb/2014-10-10_000155hqlc.jpg]


    Another minor thing is, that you can see below the water surface. It doesn't affect gameplay, it just doesn't look that good. Adding a Clip to the ground of the water will stop palyers from going too deep in the water.

    [Blocked Image: http://abload.de/thumb/2014-10-10_00008p3p04.jpg]


    And the final two minor issues: Where are the red pipes going? There is nothing behind the wall. And there are wooden planks growing out of the rock in the 2nd screenshot literally unplayable!

    [Blocked Image: http://abload.de/thumb/2014-10-10_00005vfpwg.jpg] [Blocked Image: http://abload.de/thumb/2014-10-10_00016fcri3.jpg]


    Hope it helps

  • What's going on with your life?

    • El_Exodus
    • October 9, 2014 at 3:39 PM

    Didn't pass one of my exams because of 1 single point. They'll recorrect it but i honestly have no hope with this one :<

  • CS:GO Workshop: Weapon Finishes

    • El_Exodus
    • October 9, 2014 at 3:24 PM
    Quote from moyyst

    Lets say I want to edit the wooden part of this skin? would I be able too?

    Yes, you can. But afaik it doesn't work with the "Anodized Multicolor" skin type. Try the different options in the upper left corner.

  • [CS:GO]de_zoo

    • El_Exodus
    • October 9, 2014 at 3:18 PM

    The 5on5 PT was fun

    Here is my feedback:


    Clipbusters busted again and found a unintended boost spot at T-Spawn:

    [Blocked Image: http://abload.de/thumb/2014-10-08_00006tjr26.jpg] [Blocked Image: http://abload.de/thumb/2014-10-08_000075oqq0.jpg] [Blocked Image: http://abload.de/thumb/2014-10-08_00008khqz8.jpg]


    And again. I could walk on this little thing:

    [Blocked Image: http://abload.de/thumb/2014-10-08_000093sphg.jpg]


    Biggest issue of this map imho is the view out of this maintenance space at A. CT's standing on the spot in the 2nd screen can pwn rushing T's easily, because the CT models are hardly visible in front of the rock-texture in the back.

    [Blocked Image: http://abload.de/thumb/2014-10-08_00011zfrz2.jpg] [Blocked Image: http://abload.de/thumb/2014-10-08_00012sxp2j.jpg]


    Another possible boost. Intended?

    [Blocked Image: http://abload.de/thumb/2014-10-08_00005ikogo.jpg]


    And finally just a screenshot with a nice angle of the map

    [Blocked Image: http://abload.de/thumb/2014-10-09_00002k9paw.jpg]


    If you want to watch the 5on5 again out of my perspective - surpriiiiise:

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    €: I forgot to add, that holding B site is a very hard mission. There are lots of entrances and i ended up not knowing where to look at. Maybe you could add some unique objects to the different entrances to B, to make calls easier.


    €2: In addition to this, i made some further thoughts on the B site. Currently you have 5 entrances to it. Mixed on the lower floor and on the upper floor on both sides of the bombsite. I think that's one reason why it's so damn hard to hold. What if you'd block the marked door on the upper floor of the site? It would make it much easier for the players on the bombsite to check all entrances. Both upper entrances would be on the same side, and both lower entrances would be on the other side. In the playtest i had no idea where to look at and where to place myself. I felt vulnerable from everywhere. I think this simple change might fix it. What are your thoughts on it?


    [Blocked Image: http://abload.de/thumb/2014-10-09_00003_doorz4bvo.jpg] [Blocked Image: http://abload.de/thumb/2014-10-09_00004n2ay0.jpg]

  • DE_SEASON

    • El_Exodus
    • October 6, 2014 at 9:58 PM

    You've done a very good job in clipping the map. There is just one small thing i found, which could get annoying when walking blind at the wall in mid.


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  • What I'm Working On

    • El_Exodus
    • October 4, 2014 at 5:53 PM
    Quote from Bevielis

    Why is this video on YouTube, stuff like this belongs on porn sites. In all seriousness, why don't you have your own YouTube channel to showcase all the maps yourself? I mean, it would only be fair to get the satisfaction of popularity for the content you create yourself.

    He would have to promote his channel first, before lots of people could see the showcase video. And i think, he's busy enough creating those pieces of art. So letting famous CS Youtubers promote his map, is a win-win situation.

  • What I'm Working On

    • El_Exodus
    • October 3, 2014 at 7:13 PM

    I can't wait to play it, it's just too damn sexy.

  • MapCore CS:GO Playtesting 4.0

    • El_Exodus
    • October 1, 2014 at 4:13 PM
    Quote from jackophant

    Not sure what you're thanking me for, lol, and you didn't actually answer my question

    Do you have:

    • a radar - so we know where we are going
    • 10 T spawns - so everyone can join
    • 10 CT spawns - so the rest of everyone can join
    • 2 bombsites or hostages - so we have something to do

    You will need all of these for a successful map test. I'm guessing English isn't your first language so I apologise for any confusion.

    +Buyzones

  • Games W.I.P Thread

    • El_Exodus
    • September 29, 2014 at 12:26 PM

    This is going to be awesome!

  • Games W.I.P Thread

    • El_Exodus
    • September 29, 2014 at 1:32 AM

    please please please create an online multiplayer mode!

  • What I'm Working On

    • El_Exodus
    • September 27, 2014 at 12:52 PM

    You are teasing us way too much

  • Mapcore's UE4 Whitebox Challenge

    • El_Exodus
    • September 25, 2014 at 10:04 PM

    I don't think i'm going to make it until sunday. :/ I'm not understanding all the tools well enough yet, to have a good workflow. 10 days vacation last week was not very productive Maybe i'll be able to create at least "something" but i'm not very optimistic at the moment^^ Good luck to everyone else and i'm really excited to see all the entries

  • [CS:GO]de_zoo

    • El_Exodus
    • September 23, 2014 at 3:14 AM
    Quote from Squad

    That readability issue didn't really occur on the playtest (or not as far as I know), but it should definately be fixed. Thanks for pointing that out!Noone complained about the size of the map, as far as I know, so I think rotation times are allright (anyone, correct me if I'm wrong).


    About the lack of fauna, this will not change, unless Valve implements a func_animal enity or something similar The presence of animals will mainly be clarified with sounds. I'm aware it's not perfect and I've probably should've picked an easier theme, but it is what it is


    I've searched for you on Steam to add you, but wasn't able to find you. Got a link to your profile?

    Thanks a lot for the feedback so far!

    Display More

    Yeah, a func_animal would be the shit!


    My Steam profile is linked in my signature But here is the link: http://steamcommunity.com/id/el_exodus

  • [CS:GO]de_zoo

    • El_Exodus
    • September 23, 2014 at 2:11 AM

    Had a quick run with a mate on your map and i already have some feedback. There is a rock texture, where CT's (and maybe T's) are barely to none visible. He and i made screenshots of

    us hiding in front of this rock:


    [Blocked Image: http://abload.de/thumb/de_zoo-ct_wall1dhkqd.jpg] [Blocked Image: http://abload.de/thumb/de_zoo-ct_wall2pdkbl.jpg]

    [Blocked Image: http://abload.de/thumb/2014-09-23_000013qs1b.jpg] [Blocked Image: http://abload.de/thumb/2014-09-23_00002qzs51.jpg]


    The other thing i found, was that the overall clipping needs a lot of work to get to the final stage. Small obstacles are sometimes disturbing the smooth movement and there are some unintended boost spots.

    For example this one (I'm already standing on the boost spot):

    [Blocked Image: http://abload.de/thumb/2014-09-23_00004qssm8.jpg]


    Overall, the map looks amazing. It's very unique.

    It did feel very big in the first moment. How was that in the playtest? Did it work nicely? What about the rotation times? How long are they? I didn't test that


    I'd also say, that the zoo could need some more life in it. Some more flora inside the aquariums and some fauna in the outer parts of the map. It's hard for me to understand, why there are already fishes in the aquariums, but no other animals in the outer parts.


    If you'd like me to help finalize your clipping issues or s.th. similar, feel free to hit me up. I'm always open to test and to give some feedback.


    I really like it, keep going

  • MapCore CS:GO Playtesting 4.0

    • El_Exodus
    • September 22, 2014 at 2:51 PM
    Quote from Vaya

    I missed zoo? will need to download and play by myself

    same here

  • Mapcore's UE4 Whitebox Challenge

    • El_Exodus
    • September 19, 2014 at 7:26 PM

    disqualified.

  • [CS:GO]de_zoo

    • El_Exodus
    • September 17, 2014 at 11:46 PM

    Reminds me of the sydney zoo

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