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Posts by 1234567890throwaway

  • Tips on creating my map layout?

    • 1234567890throwaway
    • September 30, 2016 at 10:28 PM

    I have the same issue. I make things and just end up tossing them and making nothing of it.

  • Mother Russia Bleeds

    • 1234567890throwaway
    • July 30, 2016 at 1:45 AM

    This seems absolutely savage

  • [CSGO] A Mapcore/Workshop public server?

    • 1234567890throwaway
    • July 28, 2016 at 6:44 PM

    I love the feeling of old CS:S map communities. 20 slots would be nice.

  • Headphones are too loud

    • 1234567890throwaway
    • July 21, 2016 at 5:06 PM

    So a few months ago I got these (AKG K240 Studio) headphones and they're great, a big improvement from my broken Razer Krakens (never buy these btw). Ever since though I've had to set my Windows 10 volume to 15. As well, Youtube and Spotify have to be set so that the nob used to adjust volume is pretty much touching the start of it. My ears are a little sensitive and I prefer my music quieter, but even setting my PC's volume to 40 is really loud. Is it possible that my headphones are just really loud? Is there some secret slider I'm missing? Or are good headphones just really loud and I'm not used to it?

    [Blocked Image: http://image.prntscr.com/image/c2de70ed32114339922947a0e5101cf6.png]

  • [CS:GO] SHIPPED

    • 1234567890throwaway
    • July 20, 2016 at 8:09 PM

    It seems a bit cluttered visually, especially on sites, and there are some OP site lines from CT spawn to each site. It looks absolutely stunning besides that. How did you get the shadows to look all green and nice looking? Great job

  • Counter-Strike: Global Offensive

    • 1234567890throwaway
    • July 12, 2016 at 12:50 AM
    Quote from Pampers

    1 hour ago, Pampers said: The angel wings makes it a bit too similar to the one on mirage where he jumped up/flew and got the kills, maybe put a parachute to indicate he jumped down? crosshair seems a bit out of place too, since it was a no scope :)

    edit: the overpass decal also has angel wings on it so maybe there is a theme going

    It's not like the overpass was a jump defuse or anything so it seems fine

  • Counter-Strike: Global Offensive

    • 1234567890throwaway
    • July 11, 2016 at 10:44 PM

    @FMPONE While you're at it can you make the cargo containers at T spawn match and cure my OCD.

    ...And maybe replace the truck at T with the Nuke one instead of just awkwardly replacing the wheels.

  • De_forlorn WIP

    • 1234567890throwaway
    • July 8, 2016 at 9:24 PM
    Quote from will2k

    3 hours ago, will2k said: Fresh batch of screenshots, straight out of beta 2 :)

    CT Spawn

    [Blocked Image: http://i.imgur.com/op5QL6N.jpg]

    [Blocked Image: http://i.imgur.com/66OfKFx.jpg]

  • Hey mapcore, what's your "comfort" game?

    • 1234567890throwaway
    • June 30, 2016 at 11:40 PM

    [Blocked Image: http://cdn.akamai.steamstatic.com/steam/apps/4000/header.jpg?t=1448999049]

  • De_forlorn WIP

    • 1234567890throwaway
    • June 25, 2016 at 11:17 PM

    Lookin pretty fresh

  • de_office [WIP]

    • 1234567890throwaway
    • June 12, 2016 at 11:21 PM

    I would recommend using some Nuke interior props, if you're not going to be replicating Office's theme directly.

  • [WIP] de_canaveral

    • 1234567890throwaway
    • May 8, 2016 at 1:34 AM

    Looks interesting, but it looks like there's a bad site line from T spawn exit to B site.

  • [CS:GO] Legacy

    • 1234567890throwaway
    • May 1, 2016 at 9:21 PM

    This is hands down the best looking CS:GO map in my opinion.

  • Chernobyl was 30 years ago today

    • 1234567890throwaway
    • April 27, 2016 at 7:58 PM

    https://steamcommunity.com/sharedfiles/fi…s/?id=298610418


    https://steamcommunity.com/sharedfiles/fi…s/?id=163589843

  • What music have you listened to recently?

    • 1234567890throwaway
    • April 20, 2016 at 7:47 PM

    life of peblo

  • de_oakwood

    • 1234567890throwaway
    • March 12, 2016 at 12:48 AM

    This map really fits what I consider perfect for amount of entrances and cover for sites. I would recommend opening up the sites a bit and making the plant zones bigger. And the lighting right now is pretty neat, but I would tone it down a bit.

  • How does Valve get func_ladders to work in their maps?

    • 1234567890throwaway
    • March 10, 2016 at 9:09 PM

    Whenever I decompile an official Valve level (at least in CS:GO), they use func_ladders. I know how to make ladders via other techniques, but I'm curious to know how Valve makes their ladders with func_ladder. I've even directly copied the ladders from the maps and they still don't work. I don't need to know, but it just makes me really curious. Does anyone know?

  • de_ecotage

    • 1234567890throwaway
    • March 7, 2016 at 8:57 PM

    I would really simplify the cover on each site, they create extra unnecessary mini-spots you have to check as a T. Make the CT squeaky door at B always open, it just seems awkward having to open it. Also, the long A area has a CT skill jump spot that's super over powered. The bent fence in the area that connects T spawn to A can be used to straight up boost out of the map.

    The map is super well optimized though.

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