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Posts by Oliver

  • Saguaro

    • Oliver
    • June 12, 2024 at 10:31 AM
    Quote from tomm

    15 minutes ago, tomm said: would be even more cool if the snake could crawl around the map

    maybe the chicken could be modified?

    Sounds advanced! I want to see how I can build on this idea with the limited scripting knowledge I have. Some other ideas to build on: - Getting too close and the snake bites you - Multiple nests [Blocked Image: https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSnWvLN5pd4Z539t-UBkneaAIeY3yY-OrLrci97sB97RLg_1Rbl] Rattlesnakes are patient animals, and they will stay coiled up like this in the same spot for hours or days waiting for prey. So having them in one spot is realistic

  • Saguaro

    • Oliver
    • June 12, 2024 at 9:30 AM

    As promised, I will go into more detail about a gameplay idea we have for this map now that its implemented. The idea is to have an interactable rattlesnake in the map that makes sound when players are in close proximity. The snake can be killed and will remain silent for the rest of that round.

    The aim is to give tactical opportunities for both teams, and also to give the map a memorable set piece that fits the theme.

    The orange box is the zone that triggers the snake to make sound. The red circle is the audio range. The audio range is quite large as a start, but we will have to see how well it works in playtesting.

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    Here is a video of the mechanic in action. The map has been updated to include this feature (among other layout adjustments) so check it out :)

    I would like to thank bman from Eagle One for helping me implement this feature. You're the best!

  • Saguaro

    • Oliver
    • June 9, 2024 at 3:35 AM

    Yeah we are trying out something new for CS2, which means to challenge the idea of classic mid-control. We are throwing a few ideas out at once so we need to see which of those ideas hold up in playtesting. :) I mentioned that we want to explore a new gameplay concept. I can describe the concept a little since it can be used to "limit" some pathways. The idea is to place one or more destroyable "triggers" in the level that act like large sound cues. This sound trigger will alert any close-by player of movement in a particular area of the map unless the trigger is disabled by any team. I will work on this concept this week so I will go into more detail in a later post.

  • Saguaro

    • Oliver
    • June 8, 2024 at 7:20 PM

    Saguaro layout: The goal for this map is to explore an open styled layout, in contrast to our previous map Iris which was much tighter and fast paced. During the playtesting and refining stage we want to explore a new gameplay concept. I will share more about what this is once it is implemented. :) Link to workshop: https://steamcommunity.com/sharedfiles/fi…/?id=3263564177

  • Saguaro

    • Oliver
    • June 8, 2024 at 1:47 PM

    Hello! BubkeZ and I are working on a new bomb defusal map set somewhere in the American southwest. More details on the theme and layout will be posted here soon :)

    Until then please enjoy this environment test

  • Relic

    • Oliver
    • April 13, 2024 at 3:38 AM

    Wow lighting speed progress on this!

  • Work in progress

    • Oliver
    • April 12, 2024 at 11:06 PM

    Looks amazing

  • [CS2] Big Adventure Mapping Contest

    • Oliver
    • April 10, 2024 at 5:56 PM

    Let's take a moment to enjoy how the forums will spring to life again 🥰

  • [CS2] Big Adventure Mapping Contest

    • Oliver
    • April 10, 2024 at 5:24 PM

    Good luck!

  • Post half life memes

    • Oliver
    • December 6, 2021 at 12:55 AM

    I have a folder for just this occasion

    greetings.mp4 vHCBy6hUmO_IHhfg.mp4 rY03q8PcHOVbbSsT.mp4 Klaxon Beat.mp4 when you ready for some good H.E.V..mp4 Half-Life_ Wounded.mp4 can.mp4

  • [CS:GO] Exotic Places Contest TOP 10 FINALISTS

    • Oliver
    • February 11, 2020 at 7:05 PM

    Even if the ship has an overall gray texture, or is unfinished does not mean it has no visual presentation. In fact, the composition is so strong, the theme so unique that they can easily carry the map on the visual categories. I would assume this map scored very high on Theme and Visual Presentation (40-50 points), and also I wouldn't be surprised if the judges found the gameplay to be somewhat fun and the polish to be acceptable (maybe an average score of 13 for both those categories). Graveyard then probably scored between 66-76 points which for top 10 is likely I would say.

    Tynnyri, you should be really excited that a mapper didn't make another "mirage clone" but instead you choose to focus your attention on a splinter in someones project instead of the whole scope.

  • [CS:GO] Exotic Places Contest TOP 10 FINALISTS

    • Oliver
    • February 11, 2020 at 9:55 AM

    Great to see youtubers covering this contest, it will help all the mappers getting more feedback ?

  • [CS:GO] Exotic Places Contest TOP 10 FINALISTS

    • Oliver
    • February 10, 2020 at 4:42 PM

    @El_Exodus Well deserved, the map looks really sick

  • Basalt

    • Oliver
    • January 31, 2020 at 6:44 PM

    More detail passes are coming in the future ?? This is the "pencils down" version ?

  • Anubis

    • Oliver
    • November 28, 2019 at 10:30 PM

    Map looks dope, good luck to you all ?

  • [CS:GO] de_Iris

    • Oliver
    • December 16, 2018 at 3:43 PM

    Thanks for the feedback, we will look into it ?

  • [CS:GO] de_Iris

    • Oliver
    • December 15, 2018 at 9:37 PM

    Finally the day has come. We released Iris!

    Thanks to Mapcore for feedback and support ❤️

    https://steamcommunity.com/sharedfiles/fi…/?id=1591780701

  • [CS:GO] de_Iris

    • Oliver
    • August 2, 2018 at 10:44 PM
    Quote from Squad

    1 hour ago, Squad said: Nice easter egg ?

    Nice catch ?

  • [CS:GO] de_Iris

    • Oliver
    • August 2, 2018 at 9:23 PM

    Okay here is some progress from bombsite B. The site take place on an auto salvage yard at the edge of town. This place is a haven for old relics and bits and pieces from the past. ? We are a good ways into the second art pass and the architecture is getting more finalized. There is still polish and lighting work to be done at the site, but for now we are happy to move on to other parts of the map. Our goal visually is to capture the feeling of an old town with its charm and history.


    The logo for the auto salvage company.

  • [CS:GO] de_Iris

    • Oliver
    • June 23, 2018 at 5:27 PM

    thanks!

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