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  3. BubkeZ

Posts by BubkeZ

  • [CSGO] Engage

    • BubkeZ
    • August 3, 2020 at 11:08 AM

    YEAH! ?? The old 1.6 layout can be seen in this video and 10 years later RZL and catfood helped me to make it even better.

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  • Swamp

    • BubkeZ
    • February 12, 2020 at 1:41 PM
    Quote from Roald

    4 hours ago, Roald said:

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    OMG the theme song! ;)

  • Swamp

    • BubkeZ
    • February 2, 2020 at 6:15 PM
    Quote from Radix

    16 hours ago, Radix said: I think it's a good idea to build something new (slow movement in water) on something proven ("3 lane"/"4 square" whatever layout).

    So players feel immediately "at home" in the map and are willing to learn the new things. If you add do too many new things at once players might be frustrated.

    I think you did a good job here.

    Thanks Radix!

  • Swamp

    • BubkeZ
    • February 1, 2020 at 11:38 PM
    Quote from WAve

    5 minutes ago, WAve said: I really love the fact that you've had the guts to try out something totally new with the Swampy water.

    We've never really seen environmental hazards in CS:GO before - at least not in a competitive map. I really look forward to seeing how it plays out in a 5v5 setting.

    Cheers mate! We wanted to create something new and unique so that a player does not experience déjà-vu which unfortunately is often common on new maps.

  • Swamp

    • BubkeZ
    • February 1, 2020 at 11:11 PM
    Quote from Tynnyri

    14 minutes ago, Tynnyri said: I don't think you understand... If you bunnyhop in water, there's no slowdown. You go normal grounded bunnyhop speed. Bunnyhopping in CS:GO is based on luck. This means if you're lucky, you just randomly get quicker to your destination. Let's say you don't want to bunnyhop for moral reasons. Just have a teammate crouch in spawn and start a runboost. Same thing applies, you run boost away, avoiding the water and get faster to your destination. Except that in a normal map the time to set up a runboost in spawn is longer than the speed gained. Not really in this map, where there's slower movement than normal. Basically, there's no point in going into the water, ever.

    I fully understand what you wrote but we have so little water in critical places so I don't know what a runboost will help. We do not force anyone to go in the water you can avoid it everywhere and that's the whole idea of the map, to have it open and interesting but at the same time not attract anyone to use it all the time.

  • Swamp

    • BubkeZ
    • February 1, 2020 at 10:17 PM
    Quote from Tynnyri

    7 minutes ago, Tynnyri said: The water speed penalty is such a broken mechanic though. You can avoid them with bunnyhops and runboosts, if you don't, you get rushed because the opponents did that. Honestly. Just runboost your team across the water and negate the penalty. I don't see the gameplay purpose in something you are meant to negate at the start of the round and which only matters when rotating from site to site, both of which hardly never happen in a casual match anyways.

    Thanks for the feedback! Yes absolutely, of course you can get there faster if you jump in water, that's how CS:GO works as you know, applies both on land and in water and something that we are fully aware of. To use walk is also an option to use as you then make no sound whatsoever in water, many variants are available.

  • Swamp

    • BubkeZ
    • February 1, 2020 at 8:41 PM
    Quote from Vanx

    On 1/22/2020 at 9:14 PM, Vanx said: Only one picture shows how much work an creativity has gone into this one. Love it.

    We have sent many pictures to each other that describe what we are thinking and then we have talked a lot to each other even though Morozov's English is limited and my Russian is non-existent. But in some way it has worked and now we understand each other well.

    Level design brings people together and in the end we all speak the same language.

  • Swamp

    • BubkeZ
    • January 30, 2020 at 7:30 PM
    Quote from judas

    On 1/29/2020 at 4:56 PM, judas said: I really love the map, when i was running around on it i really didnt like that your not able to run in the water. It is an good idea but there is quite a big part of the map that you are not able to run at, just walk. I feel that it forces players to go certain ways to avoid being slow. For example around the b site (which i really think you should be able to move freely), if you are tight of time you are forced to a certain path. Or in t-spawn, the left path is instant walk. (maybe make the water a bit deeper in t-spawn so you will walk but around the b-site you are able to move freely) I need to play competetive on it to see if it feels better i think :) And i do understand that in the way it forces you to walk have alot impact on the timeings on the map aswell Other than that i love the map.

    Thanks for the feedback! The reason why a player goes slow where there is "slime" is because to avoid players not choosing to always use shortcuts or to run around in the slime more than necessary. You have a choice to choose it on certain rounds which can be crucial as it opens up new angles to a bombsite eg. The map is designed so even if you choose to go to the middle in slime as a terrorist after spawn you still have great timing against CT in the middle but you always have a choice to avoid water and slime completely. It is a new unique way to get a player to make decisions and a good way to "limit" one such open map in a smooth way.

  • Swamp

    • BubkeZ
    • January 29, 2020 at 1:32 PM
    Quote from Lizard

    4 hours ago, Lizard said: Congratulations! Looks awesome, love the foliage!

    Thanks mate!

  • [CS:GO] de_Iris

    • BubkeZ
    • June 23, 2018 at 6:04 PM

    Cheers mates!

  • [CS:GO] de_Iris

    • BubkeZ
    • April 24, 2018 at 7:49 PM
    Quote from flickaa

    7 hours ago, flickaa said: Wait, you're actually the creator of Mirage?? I thought it was valve created? Maybe an earlier version?

    Either way, I love the theme but don't make it unrealistically old. I think it definitely looks good, and I can't wait to see more. I will jump on to the greybox as soon as I get home!

    Yes I'm the author/creator of Mirage, small world. Thanks for the feedback, we are trying to make it look like an "forgotten" small town during present time.

  • [CS:GO] de_Iris

    • BubkeZ
    • April 14, 2018 at 12:25 AM
    Quote from F0cu5

    On 2018-04-12 at 2:10 PM, F0cu5 said: Cool theme - what is the significance of the name Iris?

    Cheers mate! I came up with the name Iris because I think it's a great clean and simple name and ofc also the meaning of creating colours. The name is also ambiguous so it's open for interpretation, but I thought it rolled nicely off the tongue and it ties somewhat with the theme.

  • [CS:GO] de_Iris

    • BubkeZ
    • April 11, 2018 at 6:17 PM
    Quote from IGNI

    14 hours ago, IGNI said: The poster makes me sooo hyped. Is it goona be a 50s/60s ish theme?

    Cheers mate, more pics will be out soon! Yep, the idea is to create a map with a great amount of 50s feeling. ;)

  • What I'm Working On

    • BubkeZ
    • August 31, 2017 at 6:47 PM
    Quote from FMPONE

    7 hours ago, FMPONE said: Hi all!

    Here's a preview of DE_SUBZERO. The awesome Tanuki (creator of Seaside and Downtown) helped design the layout, and I created all the art. However, penE from DE_CACHE made the old-school crates as a cameo, I love that guy :D Shout out to all the wonderful people who provided helpful feedback on the visuals and gameplay so far!

    Wow looks amazing, haven't played they greybox but the visuals looks sooooooooooooooOOOOOOooooooooooooooooooooooooooooooooooOOOOOOOOOOOOOoooooooooooooooooooooooooooooooOOOOOOOOOOOooooooooooooooooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOooooooooooo gooooooooooooooooooooooooooooooOOOOOOOOOOOOOOOOoooooooooOOOOooooooooooooooooOOOOOOOoooood! ;)

  • MapCore on social networks (LinkedIn, Twitter)

    • BubkeZ
    • April 9, 2017 at 8:11 PM

    I'm here! ;)https://twitter.com/BubkeZ

  • Quake Champions

    • BubkeZ
    • March 16, 2017 at 7:29 AM

    Hi, I was one of the best Quake 2 player in the world for many years so my personal expectations are very high, no good FPS game have been released since QL and that's just Q III all over again. I have no idea why id Software or some other game developer doesn't listen to the old pro players or the scene in general who made Quake what it is today.

    We play QL since it's fast, bright, easy to access, mod etc and not for any graphics at all we just want pure FPS with an awesome game engine, maps and weapons!

    Please don't let us down we need this!

    /BubkeZ

  • I'm open for a new project!

    • BubkeZ
    • November 30, 2016 at 5:28 PM

    Hi MC!

    After my work with Squad and Yanzl on Thrill I'm now open for a new CS:GO map project.

    Since my CS:GO mapping skills are weak (I'm used to map for CS 1.6) I will contribute with layout, theme, testing, and feedback from greybox to the final release. I will try to be online 1-2 h for feedback and test everyday, I believe in hard work! I'm already working on a new layout and I got some ideas for a de_ map. Feel free to contact me! ;) /BubkeZ

  • [CS:GO] Thrill

    • BubkeZ
    • July 22, 2016 at 10:05 PM

    New update, lots of fixes, thanks for all feedback! I can also gladly tell you that the biggest newspaper in Sweden (Aftonbladet) is now our server sponsor! BrutalCS are the host! Update Thrill and play some Retake with us at: retake15.brutalcs.nu

    /BubkeZ

  • de_Forlorn

    • BubkeZ
    • July 22, 2016 at 12:02 AM
    Quote from RivFader

    1 hour ago, RivFader said: Sad thing is, this wouldn't even be an issue if they'd split the workshop into more visibly distinct categories. Then all the scammers with their crappy skin-ad AIM maps can dominate their niche while people with actual talent get their own as welll.

    Valve is working on it, lots of maps have been banned already (what I've heard), maps with sponsors will be banned and hopefully all bots too.

  • [CS:GO] Thrill

    • BubkeZ
    • July 21, 2016 at 9:43 PM
    Quote from baem123

    17 minutes ago, baem123 said: http://imgur.com/a/XUn7G

    Thank you so much, are you playing v1 or v2? We will release a new update tomorrow with lots of fixes, and lots of them involves your fixes, thanks for feedback!

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