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  3. major.quin_n

Posts by major.quin_n

  • Games W.I.P Thread

    • major.quin_n
    • May 30, 2017 at 4:21 AM
    Quote from Castle

    11 hours ago, Castle said: That looks awesome! I really suspect that everyone is going to have an FPS of their own in the next couple years haha Was this Unreal 4?

    Yeah I wish it was UE4. I made it in Unity with c# and blender. Right now I am trying to learn Unreal and c++, definitely going to try to make a game over the summer. Thanks for checking it out.

  • Games W.I.P Thread

    • major.quin_n
    • May 29, 2017 at 2:31 AM

    Hey guys, this was a game I worked on for about 3 months. I never got around to naming it so it's called "fps-game." So yeah. Here is the GitHug: https://github.com/Swihoni/fps-game. Basically the idea is that the voxel terrain is completely destructible and you are trying to capture the opponents flag. There are a couple of classes and they each have their own weapons and grenades. It's pretty buggy so don't expect it to work perfectly but it is multiplayer. Screenies:

  • Games W.I.P Thread

    • major.quin_n
    • June 11, 2016 at 8:54 PM

    My little pixelated game that I am working on in GameMaker:

    (click on image for sharp non-scaled version)

  • [CSGO] de_rust

    • major.quin_n
    • June 11, 2016 at 2:47 AM
    Quote from DasLlama

    3 hours ago, DasLlama said: Soooo the CTs have to bomb this down? ;)

    No. Well what I envisioned was the T's were going to blow up their secret technology (in the crates on site) so that CT's can not capture it and study it. They want to keep their advancements in secret so they can carry on with launching potentially weapons into space with the rocket. Basically they are covering their tracks and stopping the CT's from getting to it.


    Nothing is final. I have also thought of making it the site of a huge satellite that the T's want to blow up. Not sure yet, I am playing with ideas for the theme of the map to make it more interesting.

  • [CSGO] de_rust

    • major.quin_n
    • June 8, 2016 at 11:31 PM

    NEW UPDATE![/b]

    - Changed A site entrance for T's which makes rushes less viable as they were OP before. Now you have to jump over the ledge.

    - Not technically in the update but I'm moving T spawn further back as they reached site too quickly

    - Lots more detailing (still not done). Got rid of horrible rock texture and replaced it with a better one. Buildings look better.

    - Different, better cover

    - Added a um, "rocket". Not sure about this yet, I would like some feedback on it. The theme would be that T's are trying to launch an illegal satellite into orbit but CT's have gotten word of the operation and are trying to shut it down and capture the technology. Oh, and the other bomb site just has explosive stuff for now. You know, the usual. I was told this idea is impractical and stupid but let me know what you think.

    plz no ban for bump gravedig

  • The random model thread!

    • major.quin_n
    • May 20, 2016 at 1:57 AM

    I'm attempting to make a modular system for my CS:GO map and I have finished the actual model, but not texturing yet. I'm looking for feedback on it, if you have any advice I would appreciate it greatly. I am using this for reference: http://imgur.com/a/6Te6B

  • Remodel Source Tree with Different Materials

    • major.quin_n
    • April 14, 2016 at 3:28 AM

    Does anyone know how I could approach decompiling a tree in the source engine (specifically CS:GO) and possibly change the leaf color but keep the model the same? I want to make a tree for my custom map that fits the theme.

    My ideal tree would be mall_tree_large01 found on Dust II.


    Thanks in advance,

    major.quin_n

  • WIP in WIP, post your level screenshots!

    • major.quin_n
    • March 13, 2016 at 5:46 AM

    I had a layout for a site, but never detailed it. Today, I accomplished detailing it and here is what I have so far: http://imgur.com/a/a3Nvc

  • [CSGO] de_rust

    • major.quin_n
    • February 11, 2016 at 3:45 AM

    NEW UPDATE!

    - Minor game play adjustments

    - More buildings

    - Lots more detailing

    - Clear theme

    - Different cover

  • MapCore CS:GO Playtesting 4.0

    • major.quin_n
    • January 10, 2016 at 7:13 PM

    @'RZL my map is ready, I fixed all of the things you asked me to do.

  • [CSGO] de_rust

    • major.quin_n
    • January 10, 2016 at 12:50 AM
    Quote from Vorontsov

    Make sure to get better lighting in your level, you could decompile an official map and see how they do certain things. Focus more on the gameplay & layout before implementing aesthetics, so that way if there is something unenjoyable with the gameplay you could just change it without having to delete a lot of hard work that you spent on aesthetics. Besides that, keep it up and you'll get there!

    Yeah I fixed the lighting in the new update to be a little bit better. The sky box and lighting makes more sense now.

  • [CSGO] de_rust

    • major.quin_n
    • January 9, 2016 at 5:04 AM

    NEW UPDATE!

    - Greybox has been added, no more of the repetitive brick texture.

    - Minor game play adjustments

    - New passageway from mid to A

    - More buildings, mostly around B

    - Better radar

    - Added signs to bombsites

    - B connector is edited

    If you have any comments about game play or style, be sure to say so so I can improve the map.

  • MapCore CS:GO Playtesting 4.0

    • major.quin_n
    • January 5, 2016 at 12:00 AM
    Quote

    I just walked through your map. There were some issues i had with it, you can find them under "Status 1" on the schedule. These issues should be fairly easy to fix, so please take care of them and then we can playtest your map. If you got any further questions or input please send me a PM here on MapCore.

    Ah, yes, thanks. I was wondering if that was going to be an issue. I'll fix it. Do I have to re-submit it when it is done? Or should I just tell you when I fix it?

  • MapCore CS:GO Playtesting 4.0

    • major.quin_n
    • January 4, 2016 at 12:49 AM

    I was wondering why my map is taking a bit of time to be checked, and, is it because something is the matter or that you just haven't got around to checking it yet?

  • Blender Modeling For CSGO?

    • major.quin_n
    • January 1, 2016 at 5:02 AM

    Official link: https://developer.valvesoftware.com/wiki/Modeling_props_with_Blender

    One that is more recent and I like better: https://steamcommunity.com/sharedfiles/fi…s/?id=436454108

    If you have a problem I can probably help you. Also, turning on snap to grid helps in blender, look that up too.

  • [CSGO] de_rust

    • major.quin_n
    • December 31, 2015 at 8:20 PM

    de_rust is a work in project classic defuse map. It has similar, simple features from Dust II and Mirage, in that there is a mid and two connectors. The map is around 4000 by 4000 units, pretty much the same size as Mirage and Dust (maybe a little wider). The theme is not fully finalized, but I am thinking a research facility in the middle of a jungle. Soon I will add some custom military models, and maybe even have a rocket in one of the sites, and the other could be explosive payload.I am not focused as much on theme and architecture, rather making a legit, playable map. However, if you do have a comment about the buildings, I will note it and attempt to change it if necessary.

    Please give me feedback on the theme and architecture. The layout is mostly finalized, except that I am going to move T spawn back further and try to improve mid more to be CT friendly. Any feedback is helpful as long as it is constructive. Also, do not comment that the rocket looks like, something... not helpful it is not textured.

    Steam workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=577783735

    Pictures:

  • de_aqueduct new level in need of feedback BAD!

    • major.quin_n
    • December 31, 2015 at 8:01 PM

    I made an album of some little picky things, you could change them if you'd like: http://imgur.com/a/JISwB

    Also, as others have mentioned, simplicity is key. I feel like you need to have more fluid structures, there are a bunch of random mismatched houses and apartments.

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