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Posts by Serialmapper

  • [CS:GO] DE_Breach - Released!

    • Serialmapper
    • January 1, 2018 at 2:37 PM

    Just to let you know, there is another map de_breach on the steam workshop sice 2013. Of course it's not professionally made like this one.

  • [CS:GO] de_Alexandra

    • Serialmapper
    • January 1, 2018 at 12:38 PM

    I had published the remake of my old map de_alexandra. Here is the workshop link.

    As you can see, it uses the new dust2 assets and a few custom textures (the rock walls and bomb-site B walls). The radar view doesn't look as pretty as the official maps have, but fulfils its purpose. Some areas maybe are not as detailed as they should be, but too much clutter hurts. There is room for improvement nevertheless. I optimised the map the best i could. The layout may seem a little bit strange and it's focused mainly on a casual game type. Giving the fact that this was one of my first defuse maps ever made, in late 2009, it has some dust2 influences. As player models i used GIGN vs LEET to better match the decals's french writings. Every team has 5 spawn points with a spawn priority of 1, the rest have 2 and 3. I used name places in the nav file , some of them are not really what i wanted, given the limited name places list that csgo has.

    Any constructive feedback is appreciated. More screenshots are on the workshop, also i invite you to test the map yourself.

  • WIP in WIP, post your level screenshots!

    • Serialmapper
    • December 18, 2017 at 9:58 PM

    I'm refurbishing another old map of mine de_aurelia,

    [Blocked Image: https://i.imgur.com/AvsLLpT.jpg]

  • Let's talk about the awkward "unclear rule" issue

    • Serialmapper
    • December 15, 2017 at 7:06 PM

    I read the rule number 9 and i understand from it that any update after the deadline will not be taken into consideration, so that means to me that they will not matter. It says nothing about DQ.

    I would have done the same as MikeGon, being fully convinced that i won't be disqualified.

    ps

    English is not my native language and maybe i am wrong, maybe it's an English expression that i don't understand. The native speakers should correct me if i'm wrong. Thank you!

  • Contest Finalists have been declared!

    • Serialmapper
    • December 11, 2017 at 9:35 AM

    In my opinion, the real and final judge is the time. Those whose maps are still played and popular around the world, years after they released them, those are the real winners. Places in a contest and money are irrelevant.

  • WIP in WIP, post your level screenshots!

    • Serialmapper
    • December 2, 2017 at 9:50 AM

    I am updating an old map of mine, de_alexandra, from the old "dust" theme it had to the new one.

  • de_berth

    • Serialmapper
    • December 1, 2017 at 8:42 PM

    It happened to me a few years ago too :D. Anyway, i like the simple layout, easy to learn and the good visibility. Good luck with the contest!

  • de_berth

    • Serialmapper
    • December 1, 2017 at 11:41 AM

    The content cannot be displayed because it is no longer available.

  • [RELEASED] Manor

    • Serialmapper
    • December 1, 2017 at 9:07 AM

    Easy to learn layout, takes you quick into action, good fps, good visibility. I like it.

  • [WIP] de_biome

    • Serialmapper
    • November 27, 2017 at 7:38 PM

    Thank you and good luck!

  • [WIP] de_biome

    • Serialmapper
    • November 27, 2017 at 6:47 PM

    So, after you win this contest, will they be available to be used in other maps by others? The cliff textures are made in substance designer?

  • [WIP] de_biome

    • Serialmapper
    • November 27, 2017 at 1:28 PM

    I like the cliffs. Are they displacements or models?

  • [CS:GO] De_Grind

    • Serialmapper
    • November 22, 2017 at 3:29 PM

    it reminds me of this one

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  • Level Design Help Files

    • Serialmapper
    • November 5, 2017 at 9:45 AM

    It worked for that specific overlay. Anyway from that i observed that the following parameters were altered, and by playing with them, plus using texture lock i finally found a way to properly use the complex HR overlays.

    The content cannot be displayed because it is no longer available.

  • Level Design Help Files

    • Serialmapper
    • November 4, 2017 at 5:11 PM

    Does anyone know how to properly use the new compound HR overlays like those in the picture?

    For example i want to use only the part where it's written "kasbah". When i want to resize the overlay in half it always ends up only with the other half that i don't want to use, no matter the side where i drag to. I had tried with texture lock but only deforms the overlay.

    The content cannot be displayed because it is no longer available.

  • [CS:GO][WIP] de_Noordveld

    • Serialmapper
    • October 1, 2017 at 9:10 PM

    Some spider web would be nice.

  • [WIP] ARIZONA - Source files available

    • Serialmapper
    • September 19, 2017 at 9:23 AM

    @El Moroes

    Sorry to hear that, your map was my favorite in this mapping contest. However i understand you perfectly.

    Today's standards for making high quality maps for CS:GO are higher and higher and much harder and time consuming to be accomplished. I miss the CS Source and cs1.6 mapping days.

  • de_outferno final version

    • Serialmapper
    • August 23, 2017 at 12:22 PM

    I know nobody will care, but i released the final version of this map.

    You may find more screenshots on steamworkshop, but there is gamebanana too.

    Cheers!

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • Serialmapper
    • August 7, 2017 at 9:36 AM

    HL2-like animals. http://www.euronews.com/2017/08/07/fat…vaged-sons-legs

    http://half-life.wikia.com/wiki/Leech

  • [CS:GO][WIP] de_yacht (demolition mode)

    • Serialmapper
    • June 18, 2017 at 5:35 PM

    nice water texture

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