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Posts by El_Exodus

  • [CS:GO] Thrill Assets

    • El_Exodus
    • May 31, 2017 at 12:06 AM

    Next level asset release! Great stuff, Yanzl!

  • [ASK] How do you guys greybox?

    • El_Exodus
    • May 29, 2017 at 11:56 PM
    Quote from noobgames

    1 hour ago, noobgames said: Thanks for the tips. Important question - how do you pronounce your name?

    eff emm pony

  • [CS:GO] de_highlands (WIP)

    • El_Exodus
    • May 29, 2017 at 1:26 PM

    please highlands, no deaded pls :( be like jesus and come back to life!

  • Random Photo Thread

    • El_Exodus
    • May 28, 2017 at 4:19 PM

    Some good overview shots of the villages. Some more panoramic and some more zoomed in shots could look good as well.

    Try to keep the horizon horizontal though.

    Edit: One of the pictures i took yesterday in the mountains:

  • DE_Sentinel (WIP)

    • El_Exodus
    • May 28, 2017 at 2:39 PM
    Quote from RaLeX

    3 hours ago, RaLeX said: Glæder mig til at se det færdige resultat! God arbejdslyst igen. Hvorfor smed du den originale Copenhagen væk?

    Please stick to english. It's an international board.

  • [Pre-release] Sirius

    • El_Exodus
    • May 26, 2017 at 3:52 PM

    The heatmap has been generated after a Mapcore playtest. Really cool stuff if you ask me :)

  • The dos and don’ts of CS:GO level design

    • El_Exodus
    • May 26, 2017 at 4:07 AM

    The dos and don’ts of CS:GO level design - a guide to assist you crafting a well working competitive layout for CS:GO

    ________________________________________________

    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


    ________________________________________________

    Original Post:

    Quote

    Quote

    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!

    Files

    The dos and donts of csgo level design - updated 2019-06-27.pdf 3.61 MB – 408 Downloads
  • [Pre-release] Sirius

    • El_Exodus
    • May 24, 2017 at 12:25 PM

    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=535066567

    http://steamcommunity.com/sharedfiles/fi…/?id=1217279476

    Previous thread end:

  • Mapcore's CS:GO Mapping Contest 2017

    • El_Exodus
    • May 23, 2017 at 9:54 PM

    I guess that means RIP summer :D Nice stuff!

  • [TF2] DEWM

    • El_Exodus
    • May 12, 2017 at 8:09 PM

    Looking pretty cool!

    I am also interested in the Source 2 prop creation. How did you do that?

  • WIP in WIP, post your level screenshots!

    • El_Exodus
    • May 4, 2017 at 6:39 PM

    Pretty impressive for a first go in the SDK. Thumbs up!

  • [CSGO] de_piranesi Remake (WIP)

    • El_Exodus
    • May 4, 2017 at 11:47 AM
    Quote from NikiOo

    1 minute ago, NikiOo said: If I am not mistaken, there's been a leaked map file in the cs files so valve is probably working on this map.

    That file is old. So no, not really.

  • Counter-Strike: Global Offensive

    • El_Exodus
    • April 11, 2017 at 4:48 PM

    I suspect it's because of PW looking through all the maps and requesting changes prior to an OP release over there.

  • Day of Infamy

    • El_Exodus
    • March 31, 2017 at 11:35 AM
    Quote from blackdog

    5 minutes ago, blackdog said: Aren't they still in early access? Cos yday when I was talking to the producer(?) he made it sound like its still on there (but not for long).

    Full release was last week iirc

  • Counter-Strike: Global Offensive

    • El_Exodus
    • March 31, 2017 at 10:42 AM

    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.

  • Counter-Strike: Global Offensive

    • El_Exodus
    • March 21, 2017 at 2:57 PM
    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

  • CS_AGENCY

    • El_Exodus
    • March 20, 2017 at 11:12 AM
    Quote from Oleboy555

    21 hours ago, Oleboy555 said: So someone found this

    Is this really true? will Agency be in the next Operation?

    Nah, Valve is doing these graphics for fun with the only purpose to confuse people.

  • [CS:GO] AM_Rooftops

    • El_Exodus
    • March 8, 2017 at 8:27 PM

    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.

    Reddit post

    Results

    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.

  • WIP in WIP, post your level screenshots!

    • El_Exodus
    • March 5, 2017 at 8:38 PM

    I demand a rats version of this.

  • You Decide Mapcore's Future

    • El_Exodus
    • February 23, 2017 at 6:19 PM

    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.

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