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  3. Shibou

Posts by Shibou

  • [CSGO]my first map: cs_seagull

    • Shibou
    • April 28, 2016 at 9:09 PM
    Quote from Phetelys

    6 hours ago, Phetelys said: I thought about it and came up with this:

    Do you like it or is it a bit over the top?

    Or is this version better?:

    I think your second version is more stylish. but yes, get rid of the trash can ;)

    Theses stones surrounding your plants would more likely fit an older house but they could also wor out very nice here. Good job!

  • [CSGO]my first map: cs_seagull

    • Shibou
    • April 26, 2016 at 6:48 PM

    This map is very pretty! The brighter (more mediterrenean) light seems to be more fitting. Maybe its not a scottish lord an lady that have been captured. Maybe its the prince of monaco?

    Some parts of the interior appear a bit dark a bit more light would probably fit the modern style with the big glass fascade.

    Another point i'd like to add is the outside area. It looks a bit rural. If the lot has wealthy owner they probably can afford a gardener. Most modern houses also have stylish outside areas too.


    Over all a great map, keep it up!

  • [CS:GO] De_Ramis (Greybox)

    • Shibou
    • April 15, 2016 at 10:23 PM

    looks quite interesting and ver progressed for a greybox map.

    I'll defenitly give it a closer look.

  • de_oakwood

    • Shibou
    • April 11, 2016 at 7:59 PM

    Right now the map is undergoing heavy WIP. We are trying to implement some slight verticality here and there.

    Especialy Bombsite A and A-Long are being completely redesigned, but for that reason there are no screenshot worth being posted yet.

    Spoiler

    First of all, an allready outdated map. But its good enough for orientation as the following screens will use these call outs.


    Some lifted area with benches at Steps (Way to B)

    View from T-Mid to reception, which has been slightly lifted too.

    The Building that is seperating T-Mid from CT-Mid got some fake-Interior for further realism. (not realy necessary, but it shows how it could look like in the future.)

    The tiny Building at Connector (Trafo) is now accessable. We thought to add this feature for potential counter rushes, Yet it is hardly to be abused as a single mollow can clear it.


    I hope you like it.

  • de_oakwood

    • Shibou
    • March 31, 2016 at 9:11 PM

    Just some update on recent progress. Please not the ugly lighting of that giant sphere :D

    Spoiler

  • de_contract

    • Shibou
    • March 30, 2016 at 8:35 PM

    That Version is realy nice now. You can see how it is developing to an exelent map. Right now ho are having some visible nodraws.

    The redesigned small roumd looks very nice, just the door has no glass in it, so it is looking even more accessable.


  • Push & Pull - The art of guiding players through an environment

    • Shibou
    • March 28, 2016 at 10:37 PM

    thats very useful informatio. Thank you.

  • [CSGO] de_mutrah

    • Shibou
    • March 27, 2016 at 11:48 PM

    I am not sure how big the effects on the gameplay on B-Site would be, but that way you'd be removinf the long sightline somehow...

  • de_oakwood

    • Shibou
    • March 27, 2016 at 11:16 PM

    found another sightline that might be in CTs favour:

  • de_contract

    • Shibou
    • March 27, 2016 at 8:40 PM

    You dont have to add dirt to the walls to add some variation - not necessarily.

    Some coloured details, like railings, fences, steam beams or just colour to the walls in adition tothe colour you allready added to the ground (which are realy awesome) will do it. In combination with some lighting you'll achieve a nice a nice clean map with high readability and enough variation!


    Go on like that and please update the workshop regulary. /emoticons/[email protected] 2x" title=";)" width="15">

  • [CSGO] de_mutrah

    • Shibou
    • March 27, 2016 at 9:54 AM

    The playtest yesterday evening was quite fun, which is one of the main goals of a map.

    The only thing I was a bit worries is the long sightline you've got from B to wards the way where Ts are comming from.

    As you removed one connection to Mid (which mape Mid more valuabe for playing the map) the Ts will most likely come this path to B where a singe AWP can cause problems for them.

  • de_oakwood

    • Shibou
    • March 26, 2016 at 6:24 PM

    It gets better with every single build!

  • de_contract

    • Shibou
    • March 26, 2016 at 6:21 PM

    your latest screenshots look great! Please go on with that amazing work.

  • de_oakwood

    • Shibou
    • March 25, 2016 at 8:38 AM

    looks awsome.

    Is boosting supposed to be part of gameplay on your map?

  • de_contract

    • Shibou
    • March 24, 2016 at 4:07 PM

    These screenshots look nice. I am gonna have a look at the workshop :)

  • (CS:GO)de_kremnica

    • Shibou
    • March 23, 2016 at 6:41 AM

    The theme looks quite interessting and original. I think some details here and there might boost your map to a new level. Try find some nice referene pictures and adapt the details you see on them to your buildings.

    Anyways, very nice work!

  • [CS:GO] de_Cuba

    • Shibou
    • March 22, 2016 at 11:50 PM
    Quote from Freaky_Banana

    On 22.3.2016 at 1:28 PM, Freaky_Banana said: I think the garbagedump is flying /emoticons/[email protected] 2x" title=":D" width="15"> ! Otherwise I am liking it, especially the shot of the area with the arch and the car, and the screenshots of Bombsite B.

    Keep it up /emoticons/[email protected] 2x" title=":)" width="15"> !

    Thank you very much!


    I've done some experimenting on the future architectural style of the map. Just some outcome:


    Props are not allways doing what they should do - railings rotated by 90 degress for some reason...

  • de_contract

    • Shibou
    • March 22, 2016 at 8:34 AM
    Quote from Quotingmc

    11 hours ago, Quotingmc said:

    For the little room in the mid to B connector, I could make it accessible, I am just wondering if it would become a camp spot to hide in and then burst onto B for the back stab on a planting T side as CT have control of the connector first. It could work with a some changes though. I would love to hear if you have any more specific ideas on how that could be developed as an idea.

    I can't Share your concern for that room as a Potential hiding/camping Spot. As Lykrast said, make it lit and reduce the potetial space to hide in. On the other hand the more you reduce the value of the room the more likely you can erase the whole room.

  • [CS:GO] de_Cuba

    • Shibou
    • March 21, 2016 at 11:11 PM

    Made some more changes today and uploaded it to workshop.

    I hope some of you might test it for some feedback.

    http://steamcommunity.com/sharedfiles/fi…s/?id=650117709

    Spoiler



    Thanks to everyone who has allready given me advice.

  • [CS:GO]de_thrill

    • Shibou
    • March 19, 2016 at 9:47 AM
    Quote from Squad

    15 hours ago, Squad said: Not at this time, but maybe later when we've made more progress.

    That's so much not fair, please make some progress fast!

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