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Posts by Logic

  • WIP in WIP, post your level screenshots!

    • Logic
    • June 20, 2016 at 11:49 AM
    Quote from jUST_RUSH

    38 minutes ago, jUST_RUSH said: What is the name and setting of this map? Looking like a great greybox so far!

    Not sure about the name yet, but it's loosely based of off my old wip de_complex. Another map with the same name was released not too long ago, so I might not be able to reuse it. Not sure if it's ethical to launch another detailed map under the same name.

    The theme is based on The Temple of Isis (the god, not the terrorist group, duh), located on a beautiful island in the Nile (near Philae, Egypt).

    Thank you for the kind words :)

  • [CS:GO][WIP] de_sanchez

    • Logic
    • June 20, 2016 at 11:27 AM

    Some thoughts from yesterdays playtest:

    Potential issues:

    1. Don't let CT's peek over the board, only in the opening.
    2. I understand why the clipping on the tractor is there, but personally I hate forced clipping.
    3. The entrance to B is very narrow and uninteresting. Also forcing T's to drop down a bit when they push puts them at a major disadvantage.
    4. Make some extra room for the spawn so it's not as cramped.
    5. Not too fond of this angle since CT's can stand really far back and see the catwalk from there.
    6. Mid is hard to control for T's since both entrances from the CT side allows them to flank easily. This is a hard one for me to explain though. Tell me if you need further explanations.

    The good stuff:

    Personally I like the A-setup! T's are at a disadvantage if they only push at 8 since CT's have the high ground. The CT peek is risky though since T's can easily take control of 7, and they now have 2 entrances to the site (through 7 & 9) and control over the courtyard (8). I think this is interesting and I wouldn't actually change much in this area :D

  • WIP in WIP, post your level screenshots!

    • Logic
    • June 19, 2016 at 11:30 AM

    Slow and steady wins the race, said the bad mapper...

    [Blocked Image: https://i.gyazo.com/12d4b1ff524838daa6745b1a98507ac7.jpg]

    [Blocked Image: https://i.gyazo.com/2a51853ff5a0040602b92d7c5ca7c9bb.jpg]

  • de_jackpot[WIP]

    • Logic
    • June 16, 2016 at 12:27 PM

    Add some new images and the updated radar to the thread and you will get some more interest from people on the forum :)

  • Counter-Strike: Global Offensive

    • Logic
    • June 16, 2016 at 8:11 AM
    Quote from RivFader

    13 minutes ago, RivFader said: Well, it IS super distracting and the enemies can hear it as well...

    I wouldn't mind if it was some optional thing only you could hear and that could be toggled on/off, though.

    I agree, I really do. I just believe that people overreact to a lot of updates nowadays :P

  • Counter-Strike: Global Offensive

    • Logic
    • June 16, 2016 at 6:26 AM

    Now weapons with low ammo will make a specific noise to warn the player that the ammo is running out. Literally unplayable according to Reddit...

  • Valley [CSGO]

    • Logic
    • June 15, 2016 at 5:25 PM
    Quote from Vaya

    5 hours ago, Vaya said: I'm going to try have a playtest tonight

    I demand a set time for this playtest!

  • A Game of Thrones

    • Logic
    • June 14, 2016 at 7:47 PM

    Snore.

  • [WIP] de_throne (a17) (csgo)

    • Logic
    • June 14, 2016 at 11:54 AM

    Here are some of my thoughts after the playtest:

    [Blocked Image: https://i.gyazo.com/7d656fb50506f244a1425c1bfb7efb74.png]

    I would also add that T-spawn could be more spread out and lead to different areas. Right now the connecting paths from T-spawn feel shifted to the left for some reason.

    Happy mapping! :)

  • [CS:GO] Riverside (WIP)

    • Logic
    • June 14, 2016 at 10:16 AM

    Since I mainly played mid in the playtest I can only really comment on this area.

    Mid played poorly in my opinion. As a CT it was difficult to hold, even with a perfect smoke down. Once T's had gotten mid there was no way to retake it, since T's can also use the route from their way onto A. The open drop towards CT spawn further established T's dominance in mid.

    Kind of a nitpick here, but both ways from mid towards A and B leads to a drop-zone on the site. This isn't really an issue, but feels a bit samey.

    Keep the work up! :) Logic out!

  • Battlefield 1

    • Logic
    • June 12, 2016 at 10:37 PM
    Quote from Pampers

    13 minutes ago, Pampers said: New trailer

    That blimp! :o

  • MapCore CS:GO Playtesting 4.0

    • Logic
    • June 12, 2016 at 10:35 PM
    Quote from Malle

    52 minutes ago, Malle said: can i add the map de_waterloo to the queue ?

    Look at the first page, first post and go from there :)

  • Overwatch

    • Logic
    • June 12, 2016 at 12:08 AM

    Better late than never...

    Logic#21833

  • Counter-Strike: Global Offensive

    • Logic
    • June 10, 2016 at 12:33 PM
    Quote from blackdog

    24 minutes ago, blackdog said: Are they also gonna veto the last played map on a new map? Cos I remember with voting plugins in CSS that a new map would start and a vote would be immediately called to go back to Dust/Dust2

    I don't believe that they have/will change the voting system mid-game, but hopefully this is enough to get people to at least try out the other maps :)

  • Counter-Strike: Global Offensive

    • Logic
    • June 10, 2016 at 11:44 AM
    Quote from Squad

    12 minutes ago, Squad said: Finally! Probably gonna result in dust2 - mirage - dust2 - mirage - ... now, but it's a step in the right direction.

    Probably, but it's still way better than:

    Dust II - Dust II - Dust II - Dust II - Dust II - Dust II - Dust II - Dust II - Dust II - Dust II

  • Counter-Strike: Global Offensive

    • Logic
    • June 10, 2016 at 9:06 AM
    Quote from Vaya

    20 minutes ago, Vaya said: bombsite B on nuke is turning into a beautiful mess of overdesign.

    Yes. I'd like to see the upper plant-zones and ladders on the target removed from both sites.

  • [CS:GO] Map Bug Tracker

    • Logic
    • June 10, 2016 at 8:58 AM

    Happy to see that Valve checks your site for bugs to patch! Good job! :)

  • Counter-Strike: Global Offensive

    • Logic
    • June 10, 2016 at 6:54 AM
    Quote

    Quote

    • On Valve official servers, the current map will be excluded from the vote options at the end of a match.

    I've been wanting this for a long time! Gotta force those Dust2-only players out of their comfort zone

    EDIT:

    That B-platform update on Cobblestone is pretty huge though! :o[Blocked Image: https://i.gyazo.com/8f0b4fbd37ed4c69194f0ecf8c1084bf.jpg]

  • A Game of Thrones

    • Logic
    • June 9, 2016 at 9:40 AM

    Spoiler [Blocked Image: http://img-9gag-fun.9cache.com/photo/aVej3mK_460s_v1.jpg]

  • Deus Ex: Mankind Divided

    • Logic
    • June 9, 2016 at 6:43 AM
    Quote from blackdog

    1 hour ago, blackdog said: I'm finding the transitions for dialogue/sequences with NPCs and the finisher moves quite annoying :/

    I agree. There are 4 fade-to-blacks when taking a shower :o Why are they so intrusive when masking the transitions?

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