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  3. Geno

Posts by Geno

  • De_contact

    • Geno
    • April 27, 2025 at 8:31 AM

    Trailer for the released version.

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  • De_contact

    • Geno
    • February 12, 2025 at 2:35 AM

    Here's a before and after video showing the progress during phase 2.

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    We also have smoke lineups annotations that you can download from Gamebanana to learn some basic smokes. Sadly steam workshop doesn't allow you to launch non-official maps with guides so it has to be installed manually. The instructions for the same are available on the gamebanana page.

  • De_contact

    • Geno
    • August 3, 2024 at 12:04 PM

    The final version for the phase one of the project is on the workshop now.

    If anyone wants to check it out once to see if there's any noticeable issue with the map, please let us know so that we fix it asap. Thanks! https://steamcommunity.com/sharedfiles/fi…/?id=3247503946

  • De_contact

    • Geno
    • July 19, 2024 at 6:42 AM
    Quote from MrTrane18

    1 hour ago, MrTrane18 said: Yea, I found the song as well, did not add it on the lost, I just wanted to point out the amount of the stuff that is under Hangar 18 , and now Contact being there as well.

    And “Aghh shit, I thought 18 was meant for me… all over again..” 🤣

    aside that, map is growing and becoming amazing by each day, keep it up!

    Also thanks for pointing at the hanger 18 conspiracy theory too. It's really a happy accident that it matches the map's theme. I had no idea at all.

  • De_contact

    • Geno
    • July 18, 2024 at 10:14 PM

    I just put 18 there because of the Megadeth song. Didn't know COD had a map with that name :D

  • De_contact

    • Geno
    • June 19, 2024 at 8:03 PM

    Updated radar.

    • Added a new 1 way path from CT to back of yard.
    • Removed the Balcony and the ladder from the T rotation path.
    • Added a catwalk from T base to the room where balcony used to be.
    • Adjusted cover on both the sites.

  • De_contact

    • Geno
    • June 18, 2024 at 5:02 AM

    Adding a few screenshots of progress till now.

  • De_contact

    • Geno
    • June 17, 2024 at 7:03 AM

    Added description to the original post. @Dredile will add some recent screenshots soon.

  • De_contact

    • Geno
    • June 4, 2024 at 1:01 PM

    Early version Radar

    Latest radar (got rid of multilevel radar for now so that the new players see the whole layout at once)

  • de_flick (updated photos)

    • Geno
    • April 13, 2024 at 1:10 PM
    Quote from Human Doctor

    10 hours ago, Human Doctor said: This map is from another game. It's a completely original theme for Counter-Strike 2.

    That isn't another game. That is Counter-Strike Global Offensive. And it was also in the game officially for a while. The theme is not a problem, the name is.

  • De_contact

    • Geno
    • April 13, 2024 at 8:55 AM

    Contact (5v5 Bomb/Defuse Scenario) Team: @Geno, @Dredile, @Karthoum, Jay from Chicago, @bman Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=3467065969 (Released)

    Contact is a map set upon high cliffs overlooking a sweeping canyon vista in the Southwest. Upon the edge, a scraptown was built around a mysterious derelict hangar. Artists, hippies, and Ufologists slowly added to the town over the years while studying the stars in what many call “The Last Free Place.” – their motto? The truth is out there… and it may be just around the corner.

    Gameplay

    Contact is a Bomb Defusal Map with an unconventional layout allowing for fast rotation and dynamic teamplay.

    A site sits in the middle. B lays close to the left. Mid sits on the outside of the map to the far right offering heavy tactical advantages for flanking the back of A site, or sneaking below A entirely through an Underpass to B. All while offering some unique trick jumps that encourage high risk, high reward gameplay.

    We also have smoke lineups annotations that you can download from Gamebanana to learn some basic smokes. Sadly steam workshop doesn't allow you to launch non-official maps with guides so it has to be installed manually. The instructions for the same are available on the gamebanana page.

  • [CS:GO] Dharma (Bomb/Defuse)

    • Geno
    • November 29, 2022 at 6:52 PM
    Quote from Donskioni

    2 hours ago, Donskioni said: Really dig the smoke trails in the second to last image :)

    Thanks :) . Instead of using particles we took a different approach. @Arx made a model with a plane and scrolling texture on that. That way we were able to add draw distance to them.

  • [CS:GO] Dharma (Bomb/Defuse)

    • Geno
    • November 29, 2022 at 3:00 PM

    Latest

  • Daigo (Beta - archive)

    • Geno
    • October 20, 2022 at 8:29 PM

    I still remember when Himeji's castle was released and it was one of the most beautiful maps of that time. I'm glad to see this release. Good job Joris!

  • [CS:GO] Dharma (Bomb/Defuse)

    • Geno
    • June 15, 2022 at 8:25 AM

    Progress so far

  • [CS:GO] Dharma (Bomb/Defuse)

    • Geno
    • April 10, 2022 at 5:33 PM
    Quote from FMPONE

    26 minutes ago, FMPONE said: Hey there, here's a couple of concepts that are basically trying to 1) establish a few key assets (pole with signs), and other opportunities for custom assets (consistent ground texture, building signs, which should always somewhat correspond with the intended purpose of the structure. i.e. a hospital should not be one story), 2) add more color to what is honestly a pretty monotone brown look with the exception of directionless pops of color. You're free to interpret these as literally as you want, but hopefully being so familiar with your own work, this will also help you "unlock" some additional thought processes around each axis (floor, walls, horizon) and enable you to drive through your theme a bit more.

    I wish I had more time to spend on this kind of stuff, but hopefully this helps at least a little.

    Thank you so much for putting your time into this. This really helps :) We'll definitely try to implement such changes.

  • [CS:GO] Dharma (Bomb/Defuse)

    • Geno
    • April 8, 2022 at 5:38 AM

    Finally, fixed the lighting. The materials looked sort of full bright earlier because "Compute Reflectivity" was unchecked while creating vtf files. Adding latest screenshots. Feedback appreciated :)

  • [CS:GO] Dharma (Bomb/Defuse)

    • Geno
    • March 26, 2022 at 12:02 AM

    Had it playtested by mapcore members and it went quite good. Addressed a few small issues with cover, layout and things capturing players' attention. Also tried to fix the lighting. The latest screenshots are attached below:-

    T base

    Spoiler

    Along

    Spoiler

    Mid

    Spoiler

    A site/CT base

    Spoiler

    B site

    Spoiler

    Radar

    Spoiler

  • Hammer++

    • Geno
    • March 22, 2022 at 2:23 AM

    Overall I really like Hammer++. I am still getting used to it. The 2 features that I miss in Hammer++ is "Show used assets only" filter and the number of times you've used a model on model browser. These 2 things helped me quickly find the assets that I have been using in the level.

  • [CS:GO] Dharma (Bomb/Defuse)

    • Geno
    • February 21, 2022 at 10:09 AM
    Quote from will2k

    13 hours ago, will2k said: Looks fantastic, great work ?

    Those first 2 shots look realistic and authentic, as close as possible to the real thing in terms of ambience and atmosphere.

    Judging from the screenshots (without playing), I couldn't shake the feeling that ambient lighting is a bit flat and dull

    Have you tried different time of day before settling on this one? Maybe a stronger sunny day or an accentuated sunset/golden hour setup could bring the vivid building colors to life.

    I would try 2 different lighting setups in 2 separate test maps to compare if I were you, but that's totally up to you. Just thinking out loud here :)

    In any way, keep up the good work, and so glad to see you still pushing great content for CSGO.

    Display More

    Thank you Will :) I'll try to push an update today to fix some packing issues (Apparently compilepal and vide ignore the damaged door models for our custom breakable doors). I will add default inferno light environment for now. But we will be tweaking it in the future builds.

    BTW, are you planning to cover Static prop Autocombine feature anytime soon in your optimization series? :D

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