Next level asset release! Great stuff, Yanzl!
Posts by El_Exodus
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please highlands, no deaded pls
be like jesus and come back to life! -
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The heatmap has been generated after a Mapcore playtest. Really cool stuff if you ask me

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The dos and don’ts of CS:GO level design - a guide to assist you crafting a well working competitive layout for CS:GO
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New update (27th June 2019):
The dos and donts of csgo level design - updated 2019-06-27.pdf
Steam version of the guide here: https://steamcommunity.com/sharedfiles/fi…/?id=1110438811
Spoiler Changelog:
27th June 2019
Added 5.5 Visual indicators for plant zones Fixed Link in Chapter 23
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Original Post:
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I have been working on this for a long time now and was never able to wrap this project up. I've never been satisfied enough with the result to release it although the content has been complete for a long time. With the recently launched 2017 Mapcore CS:GO contest i figured it's about time to finish the ongoing rework and publish it no matter what since lots of the content will hopefully benefit any newcomer to CS:GO level design. Some chapters might even be interesting to more advanced mappers - who knows. I don't expect this release version to be perfect right away, so if there's any feedback or addition you'd like to see changed/implemented, please hit me up so i can further improve this guide.
Credit where credit is due: MaanMan, will2k and others assisted me by proofreading and giving feedback to a very early version of this document. Since i reworked almost every paragraph, there might not be much left of their work, but i really have to appreciate the time they took. Thank you guys!
I really hope this is helpful and that at least some new mappers can make use of it.
Happy mapping and have a nice day!

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Sirius aka the map without any progress through ages
The layout has been in development for quite a while and it seems to be pretty solid with only possible minor adjustments in the future. Some untested new gameplay elements were implemented recently. There hasn't been an art pass yet, it's basically a single huge placeholder whereever you look. I am psyched to change this!

The contest will mark the kick off of the art pass. Tons of new programs and workflow pipelines are ahead of me and i welcome this challenge.
I will be working on this project completely on my own to maximize the learning experience. I hope i can finish this sucker finally this year despite of university exams and several other projects. It's been way too long.
http://steamcommunity.com/sharedfiles/fi…s/?id=535066567http://steamcommunity.com/sharedfiles/fi…/?id=1217279476
Previous thread end:
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I guess that means RIP summer
Nice stuff! -
Looking pretty cool!
I am also interested in the Source 2 prop creation. How did you do that?
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Pretty impressive for a first go in the SDK. Thumbs up!
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I suspect it's because of PW looking through all the maps and requesting changes prior to an OP release over there.
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The same logo is on Cbble. Dave made the layout but not the CS:GO version of the map, so i guess the trivia of Canals is wrong.
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Quote from xjie6ywek
6 hours ago, xjie6ywek said: Hi! I have a question. If brute doesn't want to do de_tuscan for CS:GO why nobody will make clan_mill for CS:GO, it is the balanced card?


http://steamcommunity.com/sharedfiles/filedetails/?id=312199550
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Contest results came in:
7th place out of 49 submissions. Considering i just had about one week to work on this and removed a bunch of details due to engine limits, i am quite happy with the results.
It was also pretty close together point-wise.Feedback i received:
Spoiler TopHATTwaffle
Spoiler Wow - Amazing work on the 3d skybox. The masking of the structures in there with the arenas was a smart move. The ambience in the level is also amazing. Fog, sounds, 3d skybox. It's dope. There is great cover and the theme is amazing. The subtle coloring depending on T/CT side was a nice touch as well. I think the level is a tad too long, but it's not the end of the world since there is enough cover to push up with any weapon. Great work.
TanookieSuit3
Spoiler The gameplay is pretty good on this map, and the location and theme are really good. The grass on the rooftop is a bit strange and the 3D skybox is a little underdone. Zelz Storm
Spoiler Very nice theme, loaction is cool and 3d skybox is excellent + adding sounds.
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I demand a rats version of this.
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I think quality community maps for Arms Race (or similar) would be a nice thing. You won't have to spend too much time on the layout and can focus on the visuals instead where - i think - people can learn the most along the way. And i could imagine Valve to implement maps like these into the game, which are not made for the classic competitive game modes.
But please: Wait with the CS contests, until later in 2017. Would be nice to create stuff with (hopefully) new tools.