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  3. Harry Godden

Posts by Harry Godden

  • Brest

    • Harry Godden
    • November 26, 2016 at 4:16 PM

    I did some photo scanned rocks, and added some more plant life :)

    EDIT:

    [Blocked Image: http://i.imgur.com/NlG3Lbi.jpg]

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

    Old:

    Spoiler

    [Blocked Image: http://i.imgur.com/cL6P0tt.jpg]

    [Blocked Image: http://i.imgur.com/zrDLij8.jpg]


    And since its photo scanned you can go find these rocks on the hills near Bethesda in North Wales, here is the exact location: https://www.google.co.uk/maps/place/Bet…927!4d-4.058833


    And now for some building stuffs (wip)!

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

    [Blocked Image: http://i.imgur.com/Hexl59w.jpg]

    And finally, a misc railing

    [Blocked Image: http://i.imgur.com/0sMzBKH.jpg]

  • MapCore CS:GO Playtesting 4.0

    • Harry Godden
    • November 26, 2016 at 12:25 PM

    A new 5.0 topic has been created! Any questions and general discussion on playtesting should now be posted there.

  • MapCore CS:GO Playtesting 5.0

    • Harry Godden
    • November 26, 2016 at 12:20 PM

    FAQ[/b]

    Additional FAQ can be found on the old playtesting thread & feel free to contact either current playtest admin Nuder (discord: Nuder#3774) or myself (discord: Terri#1024)

    See you on the server!

  • MapCore CS:GO Playtesting 5.0

    • Harry Godden
    • November 25, 2016 at 9:18 PM

    Connection Info

    CS:GO Server IP: 185.62.204.12:27035Location: Central EuropeSlots: 20 playersDiscord Server Invite: https://discord.gg/nQWzYhX


    Playtesting Information

    Playtesting is held every Tuesday, Thursday and Sunday, at 19:00 BST (20:00 CEST), with a maximum of 2 maps per session.

    Make sure to join the Steam Group and Discord Server for regular updates and information on CS:GO playtesting!


    Submitting

    Before submitting please check to see if one of the two slots are available on the day you wish to playtest by checking on the current schedule spreadsheet, and make sure to allow at least 24 hours until the date before submitting: https://goo.gl/a5n1M1

    Submissions can be sent through the google form: http://goo.gl/forms/qK15A03oAI

    Note: If you would like to resubmit for playtesting we generally request you wait at least two weeks before resubmitting

  • Day of Infamy Map Contest Update: Deadline Extension, Regular Testing

    • Harry Godden
    • November 14, 2016 at 6:26 PM
    Quote from poLemin

    9 minutes ago, poLemin said: The prize pool already is pretty high compared to other competitions like that. I don't think that is appropriate. The competition should just stick to it's detail through it's course.

    Yes it really should stick to how it was detailed, but if changes like this are made it makes sense to up prizes for more work.


    //


    Also, can this now be split into two phases?

    What I mean is to have a submission deadline on the 24th, and then just those maps that are submitted are allowed for final entry on the 22nd of December. Just like how the UT4 mapping contest was held.

    I really want to know fully what I'm up against before spending another month's work on this.

  • Day of Infamy Map Contest Update: Deadline Extension, Regular Testing

    • Harry Godden
    • November 14, 2016 at 5:54 PM

    I also feel that due to a whole month being added, especially since it will now lead up right into Christmas holidays, it only seems in order for the prize pool to be extended too, by at least a third.

  • Day of Infamy Map Contest Update: Deadline Extension, Regular Testing

    • Harry Godden
    • November 14, 2016 at 4:26 PM

    Would have been nice to have seen this announced more than 10 days before the deadline

  • MapCore CS:GO Playtesting 4.0

    • Harry Godden
    • November 7, 2016 at 5:08 PM
    Quote from Oskmos

    Just now, Oskmos said: Did anyone climb the treehouse (and did it cause rubberbanding?) on the Insertion playtest yesterday?


    Also sorry i could not attend the playtest of my own map lol :)

    Unfortunately we did not have enough players join to start the match, so we didn't get around to testing that. Since there was no playtest would you like it to be moved to Thursday? :)

  • MapCore CS:GO Playtesting 4.0

    • Harry Godden
    • October 30, 2016 at 11:15 AM
    Quote from gleddez

    36 minutes ago, gleddez said: Are we playtesting Market again today?

    No, you can check the spreadsheet here to see when playtests will take place.

  • Brest

    • Harry Godden
    • October 24, 2016 at 1:44 AM

    I spent this Sunday working on the church, upgraded it a little and played with the style. Still got a bit to fix up but I'm happy with how it is looking right now :)

    [Blocked Image: http://i.imgur.com/2rzCwIW.jpg]

    [Blocked Image: http://i.imgur.com/87RBhm3.jpg]

    [Blocked Image: http://i.imgur.com/0Hui6P4.jpg]

  • Brest

    • Harry Godden
    • October 13, 2016 at 9:34 PM

    Tag team up in here :D

    [Blocked Image: http://i.imgur.com/ur9iYyx.png]

    Some more props!

    Random metal elements for the dock zone, and some landscape items.

  • Counter-Strike: Global Offensive

    • Harry Godden
    • October 12, 2016 at 12:42 PM
    Quote from Vaya

    35 minutes ago, Vaya said: oh okay. I assumed the assets didn't appear because they were packed into the .bsps. So how does it currently work? forced workshop download?

    Yep they are all asset packed in the game files

    Quote from El_Exodus

    41 minutes ago, El_Exodus said: huh? Afaik, OP map assets were never stored in the VPKs. They would have appeared in the SDK otherwise.

    And Yeah they aren't packed into the vpk but they are still included into the full game package

    Makes sense to move them to workshop now so fresh downloads will be smaller, and so people with old demos won't get missing map errors

  • MapCore CS:GO Playtesting 4.0

    • Harry Godden
    • October 9, 2016 at 1:38 AM
    Quote from RealaxFourX

    1 hour ago, RealaxFourX said: If I am still in graybox stage and one part of my map is on a hill and I want my map to be accepted for mapcore playtesting, should I make it simple from normal brushes or do I have to use displacements (even though I will later on try to do them with 3d modelling program)?

    It won't matter how the hill is made, just as long as it is smooth to play around and doesn't look too messy visually all should be fine.

  • Brest

    • Harry Godden
    • October 1, 2016 at 11:59 PM

    Here are some more things I've been working on from today :)

    [Blocked Image: http://i.imgur.com/jOb0OUM.jpg]

    Bombed church remnants with supports from the locals trying to preserve it. (Ignore texture glitch on far right thanks)

    [Blocked Image: http://i.imgur.com/nCniS3y.png]

    And some rolling stock to go with the collection of Dockyard props being worked on.

  • MapCore CS:GO Playtesting 4.0

    • Harry Godden
    • September 26, 2016 at 11:25 PM
    Quote from El_Exodus

    3 hours ago, El_Exodus said: Thank you for all the effort and especially time you put into the Playtesting Service and the Mapcore Community! Incredible valuable for the whole custom map scene.

    Couldn't agree more, @'RZL's work here has been exceptional :)

    Me and @rosk are hopeful to continue the quality of the service through the time we are working with it, and maybe bring some fresh new things to the table too!

    3 years will be hard to beat :D

  • Brest

    • Harry Godden
    • September 24, 2016 at 10:07 PM

    Hey there everyone!

    After a long time searching we managed to figure out why the gamemode was not running properly; You have to make a .txt file with necessary info inside in order for the game to run. To find one you gotta extract it with GCFScape, I've uploaded Commachio's to pastebin here.

    I recommend using Notepad++ and setting the language to java to edit it, 500 lines become a lot easier to work with like this:

    Spoiler [Blocked Image: http://i.imgur.com/tmXCoIz.gif]

    Aside from that here's a screenshot form the latest build of the docks area :)

    [Blocked Image: http://i.imgur.com/VYzd5Wu.jpg]

    Whats that ominous shape in the water?

    By the way, we are getting a server set up to do testing, the more players the better and we will be happy to test your map with us!

    Its only a simple home hosted one, tested with a friend and they received decent connection.

  • Brest

    • Harry Godden
    • September 24, 2016 at 12:34 AM

    As with any contest, time is of the essence; therefore I'm trying to get the content rolling :P. Here's a couple selections of previews for the models I've been working on for the map.

    [Blocked Image: http://i.imgur.com/DZRCj0G.png]

  • [CSGO] [RESOLVED] Does anyone else have this problem?

    • Harry Godden
    • September 19, 2016 at 8:26 PM

    I can't get this to repeat on my machine, maybe there is a problem that is related to the brush?

  • Paladins

    • Harry Godden
    • September 19, 2016 at 6:23 AM
    Quote from Quotingmc

    6 hours ago, Quotingmc said: There are similarities in design between the games and I don't doubt that but this video ignores large sections of the game.

    Either way, I find it just as enjoyable as Overwatch and I think everyone would be better off accepting each game for their differences rather than listing their similarities.

    It's clearly a shameless ripoff, and even more clear that it was made with the only intention to leech money from overwatch.

  • Can't decide - maya or 3da max?

    • Harry Godden
    • September 14, 2016 at 4:12 PM
    Quote from Vorontsov

    1 minute ago, Vorontsov said: Obviously when exporting from Autodesk software they're not going to have a nice little readable header that says:

    # this shiet was created in autodesk ileagle version mane

    Comments do get ignored in the compile process to source, sooo it doesn't really matter if its readable or not, just if the comment is there

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