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Posts by pB.

  • WIP in WIP, post your level screenshots!

    • pB.
    • July 29, 2016 at 11:44 PM

    Getting back to mapping after a break for exams

    [Blocked Image: http://i.imgur.com/2S9bMB5.jpg][Blocked Image: http://i.imgur.com/is6JszB.jpg][Blocked Image: http://i.imgur.com/FjNDiIT.jpg]

  • WIP in WIP, post your level screenshots!

    • pB.
    • July 8, 2016 at 10:17 PM

    There's something about lights on wood

    [Blocked Image: http://i.imgur.com/W7ao0j6.jpg]

  • WIP in WIP, post your level screenshots!

    • pB.
    • March 3, 2016 at 9:16 PM

    @clankill3r

    Now that is cool. Time to try this in hammer.

  • WIP in WIP, post your level screenshots!

    • pB.
    • February 26, 2016 at 5:57 PM

    There is no spoon

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

  • WIP in WIP, post your level screenshots!

    • pB.
    • February 19, 2016 at 10:09 PM

    Making the most of the new nuke assets

    [Blocked Image: http://i.imgur.com/hNkgM9I.jpg]

  • [WIP] de_vision

    • pB.
    • January 17, 2016 at 10:09 PM

    Just finished v23. The changes were based off of feedback from playtesting (thanks!!) as well as personal ideas. Here is an imgur link to an album of the changes. Nothing too drastic as people seemed to like the layout.

    Thanks for all the feedback!

  • WIP in WIP, post your level screenshots!

    • pB.
    • January 15, 2016 at 11:10 PM

    [Blocked Image: http://i.imgur.com/Z9zigaT.jpg]

    Working on the building for B site on de_vision

  • [WIP] de_vision

    • pB.
    • December 12, 2015 at 3:11 PM
    Quote from Vaya

    Looks like it have a unique look even just from the greybox. Are you using references? Art Galleries are designed to complement the works they are showing so if you're going for a realistic look you'll have to be careful not to mix and match styles.

    Bombsites both look similar and boring - just a collection of boxes in a room. you should both be thinking about bringing something unique to them- differences in elevation or features like bench on mirage B.

    We've got a bunch of references so hopefully we can maintain a constant style throughout. As for the bombsites, we need to have a play around with some different ideas but you're right about them being a bit boring at the moment

  • [WIP] de_vision

    • pB.
    • December 11, 2015 at 7:40 PM

    Been a while since my last map but REz' and I have been collabing on a new competitve map. It's called De_Vision and is based in a modern art gallery. Unlike Rez's and my previous mapping attempts, this one has been planned from the beggining so it will be interesting to see how this one goes.

    It's got a simple mid with a bridge at the T end to give an advantage to Ts in mid, allowing them to more easily control the centre or the map. A is a simple site with one main T enterance and a small enterance only accesible by a boost. This should hopefully make pure skill based play more of an option on this site to make it fun for gamemodes such as casual. B on the other hand has 2 enterances for each team as well as an alternative route up the side of the site for flanking and more tactical play.

    Here is the workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=537713719

    And here are some screenshots:

    [Blocked Image: http://i.imgur.com/Sn9gRqq.png][Blocked Image: http://i.imgur.com/n0Lo1Ks.png][Blocked Image: http://i.imgur.com/6FNkI1c.png][Blocked Image: http://i.imgur.com/u7WPjxc.png][Blocked Image: http://i.imgur.com/hhTIOp8.png][Blocked Image: http://i.imgur.com/MBVHhxc.png][Blocked Image: http://i.imgur.com/kJlcBnN.png][Blocked Image: http://i.imgur.com/GJu1xzx.png][Blocked Image: http://i.imgur.com/suN7peH.png][Blocked Image: http://i.imgur.com/PLeLmyG.png][Blocked Image: http://i.imgur.com/Sf0dPjl.png][Blocked Image: http://i.imgur.com/thAYMJF.png][Blocked Image: http://i.imgur.com/LwbjCBT.png][Blocked Image: http://i.imgur.com/AwC3bPM.png]Hope you enjoy the map and don't hesitate to give feedback,

    REz' and pb

  • ALL MAPS FROM THE CONTEST IN ONE PLACE

    • pB.
    • September 1, 2015 at 4:26 PM

    Thanks a lot for doing this! Now I can cry at what the competition is more easily...

  • MapCore CS:GO Playtesting 4.0

    • pB.
    • August 24, 2015 at 12:21 PM

    Thanks!

  • MapCore CS:GO Playtesting 4.0

    • pB.
    • August 23, 2015 at 9:56 PM

    Thanks for the playtest!

    @'RZL, please may you upload the chat logs, feedback etc.

  • [WIP] DE_MUROS

    • pB.
    • August 16, 2015 at 10:58 AM

    Just some screenshots of the updated map

  • [WIP] DE_MUROS

    • pB.
    • August 14, 2015 at 4:17 PM
    Quote from MaanMan

    Looks like a big improvement from the last playtest. Good job on the changes!

    Thanks a lot!

  • [WIP] DE_MUROS

    • pB.
    • August 13, 2015 at 5:54 PM
    Quote from tomm

    I just wanted to say that you've nailed the A bombsite, there's just something about it I really like. Probably the elevation on the T side combined with defensive position of the CTs creates an interesting gameplay, I enjoyed it a lot.

    Thanks a lot for this comment. After the previous playtesting it was obvious that there was something wrong with it and this is the result!

  • [WIP] DE_MUROS

    • pB.
    • August 13, 2015 at 3:46 PM

    Just made a new update following feedback from the playtest (sorry about the delay!):

    • Flattened out a lot of the map as that was a reoccurring issue in the feedback.
    • Added much more optimisation. (given me + ~20fps)
    • Added more details.
    • Bug fixes.
    • Changed some of the lighting.
    • Raised the roofs in lower areas.
    • Added clearer radar.
  • de_Stronghold

    • pB.
    • August 10, 2015 at 5:52 PM

    Really good map with a solid layout

  • [WIP] De_icaria Name Changed [Downgrade version stable]

    • pB.
    • July 26, 2015 at 3:14 PM

    Also I would recommend using these compile settings for release:

    [Blocked Image: http://i.imgur.com/myz9wmW.png]

  • [WIP] De_icaria Name Changed [Downgrade version stable]

    • pB.
    • July 26, 2015 at 2:32 PM

    Just a quick pointer: Naming a bombsite "A" won't make it bombsite A on the radar

  • [WIP] DE_MUROS

    • pB.
    • July 21, 2015 at 12:37 PM

    The big post reddit playtesting update!

    + Moved A ramp tree so it doesn't obstruct grenade play.
    + Moved A ramp skybox so it doesn't obstruct grenade play.
    + Raised the ceiling and doorways in A house so heads can be seen from A site.
    + Moved short A door so Ts can move to long without being seen.
    + Moved T spawn towards A to reduce B rush effectiveness and to allow a more effective A push.
    + Widened CT spawn to make it easier for CTs to move at round start.
    + Moved CT spawn closer to B to counteract removal of cut-through to mid.
    + Made B heaven roof longer to look more realistic.
    + Changed clipping on rails at B to allow grenades and bullets to pass through them.
    + Fixed crate exploit at B.
    + Raised the door at B tunnels to allow for fairer conflict.
    + Added concrete shields at B to prevent CTs from flanking B tunnels from mid easily. (Grenades can still be thrown over the top)
    + Improved A site. (Subject to change)
    + Added grate at B corner window to remove confusion over attempting to jump through the window.
    + Re-detailed A.

    - Removed roof from middle to de-clutter and improve visibility.
    - Removed statue from B fountain to improve visibility from heaven.
    - Removed middle to A connector barn to de-clutter and improve visibility.
    - Removed the gap in the buildings by CT spawn to allow greater T control of middle and to raise rotate times through CT spawn and therefore reduce flanking.

    Imgur album

    Thank you so much for all the feedback

    -pB.

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