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  3. Shibou

Posts by Shibou

  • [CS:GO] (W.I.P) de_arpegio

    • Shibou
    • March 14, 2017 at 7:18 PM

    looks quite nice. Please show us mor

  • [CS:GO]de_anchor (wip)

    • Shibou
    • January 12, 2017 at 9:35 PM

    The map and the greybox you've posted look quite promising, especialy the paths to B are quite interessting.

  • de_oakwood

    • Shibou
    • October 12, 2016 at 9:49 PM

    Thx to everyone who participated in the playtest on sunday. The feedback we received will be very benificial for future iterations.

  • de_oakwood

    • Shibou
    • October 9, 2016 at 6:36 PM

    for those who are interested in the callouts:


  • de_oakwood

    • Shibou
    • October 4, 2016 at 11:26 PM

    that'll be great ;)

  • WIP in WIP, post your level screenshots!

    • Shibou
    • September 3, 2016 at 2:56 PM

    Ernesto's All Natural EXPLOSIVES - those Terrosists realy seem to take care for our envireoment :D

  • CSGO de_ellora first detail pass done!

    • Shibou
    • August 18, 2016 at 11:31 PM

    Most screenshots give me the impression of a blocky enviroment as you seem to have overly used 90 degree angles and straight lines... You could genrate some alteration by using displacements on the ground and some less intense displacements on the walls - i would not expect tp find so many perfect straigt walls/grounds in an old temple like that. Adding some decals like dirt and cracks to the walls will also help. If it fits to the theme you'd like to achieve you could also use some wood here and there like: wooden planks, walls, crates, etc. ... If you add some more foliage where the walls touch the ground you can also add some more aleration here and there.


    Besides that keep up the good work.

  • [CSGO] de_zenith (WIP)

    • Shibou
    • August 18, 2016 at 11:22 PM

    that looks very promising, I'll check the workshop version out!

  • de_oakwood

    • Shibou
    • August 6, 2016 at 5:30 PM
    Quote from RASEVEN

    4 hours ago, RASEVEN said: Looking pretty sweet. But it looks a bit too clean at some points.

    The edge of the doorway looks a bit odd, and maybe some dirt from the sewer?

    Thanks for the compliment.

    There will be alot more dirt when we come to more detailing, it is already on the todo list. :D

  • [CS:GO] de_butz (name not final)

    • Shibou
    • July 24, 2016 at 10:21 AM

    Just my first impressions from seeing the images:

    Judging from these screens you got a lot of verticality there which can be very beneficial for the layout and gameplay, but please dont overdo it for a CS map.

    The layout overview you've posted looks a bit to complex and both bombsites seem to be kinda cornered.

  • [CS:GO]de_thrill

    • Shibou
    • July 16, 2016 at 9:44 PM

    everything i've seen so far is just impressive!

  • [WIP] de_mical (formerly de_honeycomb)

    • Shibou
    • July 9, 2016 at 4:37 PM
    Quote from [N]awbie

    On 3.7.2016 at 11:06 PM, [N]awbie said: It sure does :D

    Blue circles mark choke points. Any thoughts about the layout or the map in general are greatly appreciated! ;)

    It takes around 20 seconds for terrorists to reach either bombsite. From CT it takes 5-6 s to reach A and 8-10 s to reach B. Rotate through CT spawn is a solid 15 s and through CT-mid around 20s.

    [url=''][/url]

    the times to reach the bombsites are very different for the teams. CTs will get bored whilst waiting for the Terrorists.

    The layout looks very promising but i'd try to shorten the timings for Ts.

  • Mars-like planet skybox

    • Shibou
    • July 3, 2016 at 11:27 AM

    I realy like that skybox, but I can hardly imagine a theme on CSGO that would fit to it. Maybe some terrorists on mars? If the light gets adjusted it could also be a a dessert on earth.

  • [WIP] de_mical (formerly de_honeycomb)

    • Shibou
    • July 2, 2016 at 11:07 PM

    that decorated car-wreck gives something special to the bombsite :D

  • de_havana

    • Shibou
    • June 29, 2016 at 10:10 PM

    just stunning.

  • totally random texture thread

    • Shibou
    • June 28, 2016 at 6:45 PM
    Quote from Steppenwolf

    3 hours ago, Steppenwolf said: I created the shape of a single tile and then i plugged it into a tile generator with some parameters to randomize things a little, like size, rotation, offset.

    [Blocked Image: http://i.imgur.com/7N8iML4.jpg]

    I did the same but my result didn't even look half as good as yours. It seems like you used multiple generators and blended them together...


    you should make a Tutorial on that als roof tiles are more complicated then bricks ;)

  • totally random texture thread

    • Shibou
    • June 28, 2016 at 6:38 AM
    Quote from Steppenwolf

    On 29.5.2016 at 1:13 AM, Steppenwolf said: I started learning Substance Designer few weeks ago after being super hesitant for a long time. I always thought it wouldn't feel like proper art making but now i'm loving it. This is one of my first attempts at a proper Substance, all procedural:

    [Blocked Image: http://i.imgur.com/bjsP7OR.jpg]

    did you create multiple masks for every roof tile to get an individual shape or is it some generator?

  • Rebellion: A Star Wars Mod For Insurgency [Early-Development]

    • Shibou
    • June 26, 2016 at 10:33 PM

    so de_contract is now being shifted into the Star Wars universe?

  • [CS:GO] de_ridge

    • Shibou
    • June 26, 2016 at 4:46 PM

    could it be that the discription of your bombsites on the signes ingame and in the radar are exchanged ?

    [Blocked Image: http://i.imgur.com/swZu15J.jpg]

  • totally random texture thread

    • Shibou
    • June 26, 2016 at 1:27 PM

    For me it works now too. I can see the thumbnail and am having a pretty result.

    I am using SD 5.4.0 build 17856

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