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  3. Bodd Jonar

Posts by Bodd Jonar

  • MapCore CS:GO Playtesting 4.0

    • Bodd Jonar
    • March 22, 2015 at 3:36 PM

    Mapfile (everything should be packed in there) for tonights playtest


    https://drive.google.com/file/d/0B3UPLN…iew?usp=sharing

  • de_Strife (WIP)

    • Bodd Jonar
    • March 22, 2015 at 3:02 PM

    Update 30-08-2015

    Changed name from Caliche to Strife.

    Updated thread with pictures to show the current state of the map.

    Quote

    [Blocked Image: http://i.imgur.com/Xe5XmVS.jpg]

    [Blocked Image: http://i.imgur.com/q7bVn1G.jpg]

    [Blocked Image: http://i.imgur.com/vOfpOEr.jpg]

    [Blocked Image: http://i.imgur.com/O9NFHfL.jpg]

    [Blocked Image: http://i.imgur.com/vtRucmF.jpg]

    [Blocked Image: http://i.imgur.com/8zfLTck.jpg]

    [Blocked Image: http://i.imgur.com/QeYtyBj.jpg]

    Lastly, an amazing mini map that I did in 5 minutes. Some walkable parts became black for whatever reason.

    [Blocked Image: http://i.imgur.com/adreRpq.png]

    Display More
  • [CS:GO][WiP]de_hospital

    • Bodd Jonar
    • March 20, 2015 at 4:48 PM

    I think you need to take inspiration from a real hospital, because this doesn't look very modern or like a any hospital I ever visited. Maybe go to your local hospital, grab some photos (and if that isn't allowed, make it sneaky beaky like, or take pictures from google.) There is nothing wrong in completely rip off a real hospital.

  • [CS:GO][WiP] cs_opera

    • Bodd Jonar
    • March 17, 2015 at 1:34 PM

    This has huge potential.

  • de_havana

    • Bodd Jonar
    • March 14, 2015 at 1:12 AM

    Like I said during the playtest, the mid is excellent, and it looks stunning, just stunning.

  • [CSGO] Good map rotation times

    • Bodd Jonar
    • March 11, 2015 at 4:55 PM
    Quote from SotaPoika

    Few things you should consider keeping in mind when thinking about that rotation time:


    *How dangerous is the rotation from site-to-site (if you have to check tons of corners and spots on the way, it takes time).

    *Bomb ticks 45 seconds in Valve's regular Matchmaking, 35 seconds in FaceIt/ESEA/etc.

    *Defusing the bomb takes 5 or 10 seconds, depending if player has defuse-kit or not.

    *How many hiding-spots there are in the immediate bomb-site you have to go and check out specifically to be sure enemy isn't in close range.

    *How complicated the site is in terms of cover so fights don't turn into cat-and-mouse even if the other one is pursuing best possible way.


    Or, are you talking about rotation times for Terrorists: when changing tactics from just outside one site to another?

    Display More


    I think this is what makes Dust2 so good. The long rotate times, the fact that T can watch CT rotate and the way the bombsites are made, The fact that A-site is "above" the rotate path makes that bombsite very special, and B is just hell to enter as CT.

  • Need layout for new map.

    • Bodd Jonar
    • March 11, 2015 at 1:09 AM

    You will not get a good layout without paying up, I'm sorry, but that is how the world is, why would someone give away their layout just to be added as a contributor. Doing a good layout can also be seen as the most difficult part of making a really good and classic map (making a map that beats Dust2 is in my eyes harder than making a really beautiful map), and the most fun part, you should do your own layout, gl

  • Counter-Strike: Global Offensive

    • Bodd Jonar
    • March 7, 2015 at 10:58 PM
    Quote from FMPONE

    It has.I have always been thinking of a "season" system like Shawn and Volcano were talking in the recent interview. Put up some big prize on a tournament with original map rotation, and people will pay attention.


    This is what it boils down to, isn't it?


    At some point they'll need to make the bold decision to remove Dust2 from a tournament, but obviously it cannot be removed from matchmaking, so as long as the Active Duty is strictly coupled to the tournament rotations, the game will never progress to that new and exciting point. Same for Inferno, Mirage, even Cache (and it goes without saying, Nuke). These levels should be rotated out to make way for new interesting tournaments which force adaptation, and create opportunity spaces for new levels. Not just the same old same old, even if those old levels are critical for establishing a quality standard to meet.


    In the case of Nuke it would also be invaluable to allow Valve to go back and do the Train-process on it, where they sub out a map for a while to work on it and make needed improvements


    A tournament with only new maps would be cool. But it would require a hefty sum of money for teams to actually care.

  • Counter-Strike: Global Offensive

    • Bodd Jonar
    • March 7, 2015 at 5:50 PM
    Quote from tomm

    what about making new and unique maps instead of remaking? I'd rather not turn csgo mapping into a hollywood movie production.

    Why not both? People work on new maps and releases them all the time.

  • [CS:GO]de_acceleration

    • Bodd Jonar
    • March 7, 2015 at 11:56 AM

    This looks great!

  • Counter-Strike: Global Offensive

    • Bodd Jonar
    • March 6, 2015 at 9:50 PM
    Quote from El_Exodus

    I went for these picks:


    [Blocked Image: http://i.imgur.com/GaKBWjA.jpg]

    I think you underestimate the eastern Europeans on LAN. But we will see.

  • [csgo] cs_cruise

    • Bodd Jonar
    • March 6, 2015 at 6:46 PM

    I can't believe how fast you are. The progress is incredible.

  • Japanese Themed Map [CS:GO]

    • Bodd Jonar
    • March 4, 2015 at 7:30 PM

    I haven't tested the maps for months I think, But I remember the train under the middle, I loved that.

  • [csgo] cs_cruise

    • Bodd Jonar
    • March 4, 2015 at 6:53 PM

    Workout has the best layout that I have ever tried, at least for a hostage map. I hope you will not disappoint with this one.

  • [CSGO] [WIP] de_whatever (temporary name)

    • Bodd Jonar
    • March 2, 2015 at 4:37 PM

    Why not use the new bridge from the updated inferno? Looks much better tbh.

  • MapCore CS:GO Playtesting 4.0

    • Bodd Jonar
    • March 2, 2015 at 1:08 PM
    Quote from Vaya

    For maps with no custom content (thanks to Andre for the method)


    > Make full version of playtest map

    > compile/run in sdk.

    > generate nav mesh, build cubemaps and update radar

    >upload to workshop (you set to private if you don't want anyone to see)

    > download the map from workshop. It'll have everything (radar, nav, kv etc) packed into the bsp.

    > grab this this bsp from the maps/workshop folder. it'll be the last one on the list (highest number)

    > copy this elsewhere and upload to here via dropbox or whatever


    Happy playtest. No cancelling or making RZL despair


    For custom content you'll need to use pakrat or an alternative (you can still use this method for packing the radar etc though)

    Display More


    Thanks dude, The guy mapping my layout has used pakrat for years but for some reason it didn't work this time, will try this method.

  • MapCore CS:GO Playtesting 4.0

    • Bodd Jonar
    • February 28, 2015 at 2:03 AM
    Quote from El_Exodus

    Ah, i remember you and your map from reddit

    Yeah, have been thinking about a playtest for a while and reddit made me eager enough to "force" my friend to fixing a minimap.

  • MapCore CS:GO Playtesting 4.0

    • Bodd Jonar
    • February 28, 2015 at 1:11 AM

    I would like to book the 22'nd, for de_caliche


    Here are my screenshots through most of the start until today. http://steamcommunity.com/id/legreven/screenshots/


    Most pictures should be public. I will keep updating it as we work on the map until the playtest.

  • [CS:GO][WIP] de_yard

    • Bodd Jonar
    • February 18, 2015 at 1:15 PM

    The layout is really interesting! I think this can become operation worthy when the map is done.

  • de_caliche, a new map that my friend and I are working on

    • Bodd Jonar
    • December 10, 2014 at 1:13 AM

    Just signed up to mapcore, forums is still confusing, but after months of work the layout of my map is finally done. Havent put down much work on details and textures yet, or even a mini-map. But I felt this urge to show it off and see what people think. Our inspiration was dust, dust2, mirage and District from cod 4, all promod fans should be happy about that. Bad looking gyazo pictures will have to do for now. This is the first time I am showing this many pictures to a forum.


    From above: http://gyazo.com/6d377ae9feb1bb6a5ca2b56cef8d3023


    The numbers indicate where on the map any given picture is taken from. Numbers are written at the upper right corner. I hope I did them all right.


    Outside of B-site, from CT spawn. Number 1 on map. http://gyazo.com/e8e3db631bbe17814f8541dd191abaf5


    Inside B-site, from catwalk, I'm standing on the T's entry to B-site. Number 2 on the map. http://gyazo.com/2d20dc01c6b172cf7449c1f642b7b439


    A few meters back on the catwalk. http://gyazo.com/97ca0d938c979843e763f8d0191591fc


    The tunnel that leads to the stairs. http://gyazo.com/ec39a7514bfc7a5b3a342e35839ba2eb


    A few meters behind me is the T spawn, the double doors infront of me leads to mid, the tunnel leads to B-site as shown before. Number 5 on the map.

    http://gyazo.com/96161168eebe310e1954f1dfdcaf369a


    This is how it looks when T peek mid from mid doors, the CT will come from the doors across mid. Inspiration taken from long @d2 http://gyazo.com/b329daca2488a7ce1b555e9336fa3455


    Outside in mid. At the right is B- site. Number 7 on map. http://gyazo.com/fa7355ebb8266688566263682207c80a


    Picture 8.... >8< Back to T spawn, Dark at the left leads to A-site and mid ramp. http://gyazo.com/fc0631b5b6627d4bbf797cde07bd5751


    Dark http://gyazo.com/90fe559afbb8d7a80f57ee0dd686f41b


    Dark then leads down to here in mid: http://gyazo.com/4d861246a92ee947e532505bc80b40c5


    at the right is a tunnel that leads to A site, if I continue up the ramp I come to mid. http://gyazo.com/19130ce9440e43b1c1bbb2cc6d4656ea


    Lets go back to Dark, from T spawn, picture 8, 4 rows up, you can see that dark opens up another path, the light at the end of the tunnel, I am standing there now. http://gyazo.com/8a91e8b0818ec17837662a506421e289 This is number 12 on the map.


    The stairs at the right is the connector to MiD. T's have three ways into mid, via double doors, for that fast pick mid, via ramp and via this connector. The connector takes the longest time of them all, but it is also the safest. At the left is the entrance to A site. http://gyazo.com/d96c0f5029eff78f57db15735fab2329


    from above! http://gyazo.com/574a6d27ab84304076dc10b9ace79851


    A-site! Remember the tunnel in mid, there u have it again! http://gyazo.com/8438799b542fb8266b61605b0641cdc5


    So T's have two ways into A site, tunnel and from upper. Going mid and tunnel can be risky tho. It is all about that mid control.


    From ct's perspective, T comes from the entrance at the other side. CT's can go into the app at the right, or cover from site. http://gyazo.com/66a3a16939550534f8216f752e7bc758


    This area connects mid and A-site for the ct's: http://gyazo.com/4d496d1379492ac44548ced4756ae238 Number 15 on the map.


    Some bonus pics: http://gyazo.com/4981408374fd6148198a8656e203983f

    @connector: http://gyazo.com/3d8f732c7e9daa30c5294a116a449b86


    B-app http://gyazo.com/66e795fedc71c78bbf2bf83538c5de56


    This one brings back memories: http://gyazo.com/7262a556cc888a3361b1241c4c5f74f5


    So, what do you think? It's hard to critize your own work because you always like your own children the best.

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