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Posts by Squeebo

  • GRAND PRIZE WINNERS Declared!

    • Squeebo
    • February 23, 2018 at 9:11 PM

    Congratulations to all the winners! Some really cool maps came out of this; really fantastic to see. Cheers!

  • You Decide Mapcore's Future

    • Squeebo
    • February 23, 2017 at 6:43 AM

    I'd love to see a contest for The Dark Mod. Would be amazing to see what people would come up with for that. It's singleplayer, which is an interesting level design opportunity and it's free which opens it up to everyone to develop for.


    My vote went to UT4 though, was great to be a part of the last content for that! Definitely want to get into designing maps for that, and contests are always a good incentive.


    There's incentive enough for people to develop for CS:GO regardless of a contest as well, what with the possibility of being included in Operations. If there was going to be a contest for CS:GO however, I'd love to see it be based around Arms Race levels, which could be a fun opportunity for people to develop a different sort of level. Perhaps contact Valve about adding some contest winning maps to the Arms Race rotation? It's a gamemode that really benefits from a large quantity of maps, but the current default rotation is lacking.

  • DE_BRUTAL

    • Squeebo
    • December 1, 2016 at 9:51 PM

    [Blocked Image: http://i.imgur.com/8Ug6UVa.png]

    Here's a few small changes in scale to consider, I hope it's clear enough. The image on the left has re-scaled sections and the the right image is the original for comparison reference.

    The map was fun and has potential and the theme could definitely work well with the layout. The middle of the map felt a little confusing to me, rather unnecessarily in some ways, I very often felt I was going to be shot in the back as it has entrances on different levels and players moving over top of and under each other. I don't know what exactly I would change to improve that but I would consider making it flow a little better between the different levels, with additional ways up and down. Just a thought. I might also consider adding additional cover in some areas in middle.

    Definitely consider adding some additional cover on Long A, but be careful not to add too much.

    I enjoyed the close quarters of bombsite B and also the many wall-bang opportunities the thin wooden shelves provide. My concern with the site is how to make it work visually, it might be hard to keep it interesting in such a small space, and if you haven't worked out a clear theme for the site I would give it some thought. Old nondescript warehouses usually aren't the most interesting locations, but they can still work if done right.

    Hope the feedback helps a little and I look forward to seeing how this map will progress, best of luck with the next version.

  • De_rooftop

    • Squeebo
    • November 5, 2016 at 11:02 PM

    Played 20 rounds or so with bots, the layout seems pretty solid, and the scale seems good for a competitive match to me, though it does feel on the small side. It's cool that half of middle is a pit players have to travel around, helps reinforce the theme of the map. The setting feels very fresh to me, I like the direction you're taking with the visuals.


    This could be a viable safe plant spot, though I do assume it's not plantable as it might be too powerful:

    The clipping here feels a little obtrusive, I really thought I'd be able to get over there. It could be more obvious it's not traversable, or you could make let players get up on the roof, which could also be interesting:

    This route seems like a somewhat drastic turn and felt a little awkward. Perhaps it could be shifted to flow better? Not a big deal but something to consider:

    These are all very minor gripes, I enjoyed the map, I look forward to seeing it done. ;)

    I do recommend you submit it for playtesting on Mapcore before finalizing it though.


    Cheers!

  • [CS:GO] de_praha

    • Squeebo
    • September 25, 2016 at 9:25 PM

    Hey! Just wanted to update this thread real quick, asking if anyone has any feedback about the map, as we've just done a playtest.

    So far I've got to take into consideration:

    • May be too easy for CTs to flank Ts, at times from strange angles.
    • Direct route to B from CT spawn is unnecessarily windy and indirect.
    • Awkward timings in mid allow CTs to flank Ts from stairwell, can feel strange.
    • No safe plant on bombsite B
    • Apartment windows overlooking A might provide problematic angles.

    Cheers for the playtest guys! I'll see if I can make the level flow a little better. Very grateful if anyone has ideas towards that goal.

  • [CS:GO] de_praha

    • Squeebo
    • September 20, 2016 at 5:47 PM

    Very much a work in progress, but this is the map I'm going to try and focus all my attention on until it's good and done. I think it has a lot of potential.


    Sorry I haven't taken many screenshots yet but please do let me know if you think there's any problems with it so far.

    http://steamcommunity.com/sharedfiles/fi…s/?id=767048217

    Gonna try and get it playtested as soon as possible before I start fleshing out all the details.

  • WIP in WIP, post your level screenshots!

    • Squeebo
    • September 13, 2016 at 4:25 AM

    I'm working on a map set in Prague, I think it's a great setting for a CS:GO map. I should really playtest it and get the layout sorted before I start detailing the whole thing though. Was a lot of fun making this facade however.

  • [CS:GO] [Greybox] de_station

    • Squeebo
    • September 2, 2016 at 10:23 PM

    Hey, ran around it today, just a few little things I noticed, for your consideration:

    http://imgur.com/a/m4oJV

  • [CS:GO] de_gondola

    • Squeebo
    • September 1, 2016 at 7:39 PM

    I thought it would be prudent to start a thread for this map since it's to be playtested soon.

    Any and all feedback appreciated!


    The map is to be set in Venice, here are a few screenshots and the overview:

    [Blocked Image: http://i.imgur.com/eqlE0st.jpg]

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

    [Blocked Image: http://i.imgur.com/Oj7ELNV.jpg]

    [Blocked Image: http://i.imgur.com/7mEdV1L.jpg]

  • The random model thread!

    • Squeebo
    • August 16, 2016 at 12:53 AM

    Made my first model! Made in blender; it's a gothic ornament, hopefully for detailing a tower.

  • de_havana

    • Squeebo
    • August 15, 2016 at 10:09 PM

    This map looks fantastic. Really looking forward to testing!

  • WIP in WIP, post your level screenshots!

    • Squeebo
    • August 15, 2016 at 12:04 AM

    This would look a lot better with the props lit, but I had to use fast compile; the normal compile is taking like 20+ hours though, so clearly I've done something wrong here.

    Is this a map anyone would be interested in playtesting if I got it optimized properly?

  • Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion

    • Squeebo
    • July 28, 2016 at 1:39 AM

    Congratulations to all the winners! All the winning submissions are excellent choices. Cheers for the contest guys.

  • Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion

    • Squeebo
    • July 16, 2016 at 7:21 AM
    Quote from NATO

    8 hours ago, NATO said: *heavy breathing*

    edit: is it wrong that I'm trying to discern the map from the screens?

    I think we all are.

  • Epic Games & MapCore's Unreal Tournament Level Design Contest Phase 2 Submissions

    • Squeebo
    • July 4, 2016 at 5:41 PM
    • Carsten Booth
    • Squeebo
    • DM-Chasm
    • Download Link: https://drive.google.com/open?id=0Bw0uQ…cmhHQTVYYjdOdEU
    • Alternate Download Link: https://www.dropbox.com/s/phehrovtgn6v…Editor.pak?dl=0

    “I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula )."

    My first map on UE4, learned a lot while making this; good times! Cheers for the contest and good luck to everyone.

  • The user experience of Level Editors

    • Squeebo
    • June 20, 2016 at 7:25 AM

    I agree with a lot of what you said; nice to see someone bring up a lot of these talking points and to know there's someone who shares some of these frustrations. I do hope some UX/UI developers take heed.

    Thanks for posting.

  • Anton Yelchin dies in freak accident

    • Squeebo
    • June 20, 2016 at 5:54 AM

    This is horrible... Horrible news. He was a great actor. I don't know what else to say. He'll be missed.

  • Epic Games & MapCore's Unreal Tournament Level Design Contest Phase 1 Submissions

    • Squeebo
    • May 2, 2016 at 7:55 PM

    Full name: Carsten Booth

    Nick name: Squeebo

    Map name: DM-Chasm

    Download Link: https://drive.google.com/drive/folders/…T3NPRzJleVY4cGM

    I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).

  • [CS:GO] de_butterfly

    • Squeebo
    • September 18, 2015 at 7:52 PM

    Another small update; I think I will upload this version for playtest. What do you guys think?

    [Blocked Image: http://i.imgur.com/4t2a9OV.jpg]

  • [CS:GO] de_butterfly

    • Squeebo
    • July 31, 2015 at 3:45 AM
    Code
    Hey, long time no update,
    been trying to prepare my map for a playtest just recently.
    would be grateful for any feedback beforehand.

    [Blocked Image: http://i.imgur.com/X4geJE7.jpg]


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

    Code
    Code
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