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Posts by Muffin

  • [cs:go]de_twinstar

    • Muffin
    • June 2, 2015 at 12:05 AM

    Good luck on the contest bro!

  • [cs:go]de_twinstar

    • Muffin
    • May 31, 2015 at 2:05 AM

    Amazing... It looks like a mix of season and train, clean and green, but with more of a rusty feel too it, of course jungle-ish as well.

  • CSGO Map Detailing Tips

    • Muffin
    • May 31, 2015 at 2:01 AM
    Quote from VIOLATION

    References. Lots and lots of references. I've found over the years that the only way I can make things truly look realistic is to base them off of things actually found in real life.


    Even if it's just for fun or practice it's always good to sit down for 5-10 minutes and just gather a few images based off of or of what you want to make and just work on creating every detail you can out of brushes until it looks pretty acceptable. I find that if I'm basing something in an actual real life city or area, using Google streetview is another great tool for looking at streets and buildings quite close up in nearly any place you want without having to dig up pictures on google for them.

    Do you have a specific process in implementing those stuff once a reference is found? For example: I add basic brushwork, then detail, then add texture(horrible example).


    thanks btw.

  • CSGO Map Detailing Tips

    • Muffin
    • May 31, 2015 at 12:13 AM

    Does anyone here have tips on detailing cs go maps with only default textures. Specifically on facility-like maps. For example: making and placing windows in the right places, making the scene realistic, etc.


    so. Any tips? :)

  • de_ map, don't have a name yet WIP

    • Muffin
    • May 29, 2015 at 6:19 PM

    Yes...

    i mean if your'e looking at inferno apts for the excuse of thin paths, that's not enough. Look at middle, alt middle, heck even banana! They are all wide enough to pull off nades and have a fair firefight. If it ever happens.

  • Mapcore June 1 Announcement

    • Muffin
    • May 29, 2015 at 8:13 AM

    Hey, stop revealing my super secret mapping tricks!

  • Counter-Strike: Global Offensive

    • Muffin
    • May 29, 2015 at 7:12 AM

    External Content www.youtube.com
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    IM LAUGHING SO HARD RN. FROM THE STUPIDITY AND FUNNYNESS

  • de_ map, don't have a name yet WIP

    • Muffin
    • May 28, 2015 at 11:16 PM

    I mean the map isn't confusing, it is actually rather interesting, but remember, bombsites aren't everything, make the connectors and paths attractive as well.

  • de_ map, don't have a name yet WIP

    • Muffin
    • May 28, 2015 at 3:01 PM

    Some of the passageways appear to be very thin, and the bombsites, confusing mazes...

  • de_cetza

    • Muffin
    • May 28, 2015 at 3:42 AM

    Made a ton of changes, although some might not be good at all ._.

    A: Added another path, and raised height of T side A. Added a crevice to fall through and DIE!!!

    B: Simplified B, made the paths more simple and isolated

    Middle: CT sided = gone!

    Underpass: CHanged from displacement to Stairs.


    IMGUR ALBUM: http://imgur.com/a/zTo1C

  • de_ map, don't have a name yet WIP

    • Muffin
    • May 28, 2015 at 3:02 AM

    post images in the Original Post. It attracts more people and lets them comment on the go!

  • [CSGO] de_kp_labs

    • Muffin
    • May 28, 2015 at 2:59 AM

    Already looked at the map through MaanMan :D. I think it is a great looking map, it has very good flow and is simple and clean. THe layout is very interesting and allots for pretty cool plays! GET A PLAYTEST!!!

  • Counter-Strike: Global Offensive

    • Muffin
    • May 27, 2015 at 2:07 AM

    !!! TALK AWAY!

  • [CS:GO] de_dune

    • Muffin
    • May 15, 2015 at 10:53 PM

    So uh, gameplay b4 details and if the stairwell is used in movement, I would suggest removal or an unplayable area

  • [CS:GO] de_dune

    • Muffin
    • May 15, 2015 at 10:53 PM
    Quote from olliivier

    Which militia model are you referring to?

    Quote from Muffin

    Don't go overboard on the props like Tensei said.

    Look at dust 2, they use the same crates and stuff and it looks fine.

    Also at bombsite A, there is a lot of stairs, remove those for sure, it's pointless and makes gameplay really weird, try to make paths simple and easy to follow. If it's decor, then...

    The map is good looking though. Schedule a playtest Here

    Mapcore has a huge playtesting community for cs go maps. Make sure to add clipping and makes sure the map isn't broken before submitting, ask RZL' or someone experienced to know exactly what to do.

    Never thought of the props as that much of an issue.. what props are you referring to then? Gameplay-related props or just detailling things (like facades of buildings). I'll try to look at it!

    Removing the stairs at bombsite A is not really an option. It is indeed meant as a decor, based on an Indian stepwell... Weird is not necessarily bad right? Glad you like the rest of the map though

    Also, thanks for the playtest tip, will definitely submit!

    How about this: balance out the props, put good detail, and good cover, just enough to make it playable

  • [CS:GO] de_dune

    • Muffin
    • May 15, 2015 at 7:16 PM

    Don't go overboard on the props like Tensei said.

    Look at dust 2, they use the same crates and stuff and it looks fine.

    Also at bombsite A, there is a lot of stairs, remove those for sure, it's pointless and makes gameplay really weird, try to make paths simple and easy to follow. If it's decor, then...

    The map is good looking though. Schedule a playtest Here

    Mapcore has a huge playtesting community for cs go maps. Make sure to add clipping and makes sure the map isn't broken before submitting, ask RZL' or someone experienced to know exactly what to do.

  • [CSGO] de_cargo

    • Muffin
    • May 15, 2015 at 7:15 PM
    Quote from Vaya

    No idea how it even compiled if it's missing a bombsite

    Guess I need to look at the BSP

    You need a bombsite to compile!?

  • [CSGO] de_cargo

    • Muffin
    • May 15, 2015 at 7:14 PM
    Quote from El Moroes

    Detroit Train Depot I already heard that somewhere xD

    That's the joke.

  • [CSGO] de_cargo

    • Muffin
    • May 15, 2015 at 2:46 AM
    Quote from FMPONE

    You're making nice progress, but you definitely do need a consistent theme now


    I recommend looking at movies, other games, concept art, etc. to help find something you're interested in personally

    Detroit Train Depot

  • [CSGO] de_cargo

    • Muffin
    • May 14, 2015 at 6:52 AM

    Yeah what Klems said. Some height variation in the buildings would be nice. And a detailed 3D skybox with towering factories and stuff that fit your theme would make it feel a tiny bit less generic.

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