Congrats everyone!
Posts by T-Rexer
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great job! i am a big fan of this, even though its clearly not entirely done yet, the artic theme is done better than any map before imo
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Small update for the Mapcore Hub players this week: After 10 games I played, it was obvious that B site was a little too hectic and cluttered with cover, which led to the feeling that it felt quite small in places and you did not know where to play from. To address this, I made some changes to the cover there as can be seen below. Also added a crate in CT spawn as some fights happened there in retake situations.
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Welcome to Gibraltar! 🇬🇮
Today we are releasing the first version of de_stronghold, a 5v5 defuse map set on the rock of Gibraltar. Fight between the historic castle fortifications and the WW2 military bunkers, all connected by Gibraltar's famous tunnel network.
All feedback is welcome and we will be iterating on this layout throughout the next weeks leading up to the Faceit Hub placement in Batch 3.
Workshop: https://steamcommunity.com/sharedfiles/fi…/?id=3262011327
Team: @Squidski, @Haaselh0ff and @Kale
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Welcome back mate! Looking forward to your map
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Someone doing this theme finally! Good luck mate!
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I plan on making a map set on Gibraltar, up the mountain. Inspired by the WW2 fortifications and castles there, they have historically served as an important strategic stronghold. I planned on converting one of my old layouts for this theme a while ago but since that never went anywhere, I will now be starting over with a new layout and just taking the best ideas of the old one.
I plan on integrating the theme deeply into the level design. My current idea is to make one of the bombsites based around the round shape of an artillery position with a massive gun above the playspace. The level will also include parts of the famous underground tunnels on Gibraltar.
A little mood board:
Layout ideas: The layout is likely on the larger side (same timings to bombsites as on Overpass though) and it is more complex than the average contest entry. I want to try some unique ideas that may not be super popular with the average player and a standard three-lane layout, however, I think basically most of the active duty maps would do very poorly in a contest like his based on the layout because they are not super obvious to play or look to confusion on first impression. But these are the maps that actually offer a unique gameplay identity that most community maps lack. That is mostly because you want to make a map for the broadest appeal that can get easily picked up by new players, which is likely the smart thing to do, but I want to try something different here.
Either way, continued playtests have shown the map plays well but does need some time to get used to as expected. Once players figure out how to set up correctly, gameplay becomes more dynamic and unique, forcing both teams to take risks and strategies to win.
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Quote from Radu
On 9/11/2021 at 1:14 PM, Radu said:
http://# Hide contents [Blocked Image: https://i.imgur.com/xNyEDCe.png]
Ahh yes. Andi took the laser cutter to the bridge. We will replace it down the line, but it doesnt seem like we need to update it any time soon since it is not going ingame right now.
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Quote from SirSnailDisplay More
On 9/7/2021 at 11:08 PM, SirSnail said: Beautiful map! So much so I had to run around in it for research and I came across a few things:
The archway where my crosshair is has the fade distance set too low
As well as here (in the window by crosshair, about 4 props i wanna say?)
There's a weird bump here, could be clipping or model collision
Speaking of stairs, a little short here
The water in the sewers is showing the 3d skybox
And missing a water texture here
These areas I found are a bit too dark and IMO it just doesn't look all that good (first image needs the displacement sewn or adjusted)
This wall all needs to be sewn (thin line visible through where the displacements are supposed to meet)
And finally, just something I would do probably doesn't matter all that much, but I would add a block light to this roof
Overall amazing and really good looking map! I can't imagine making something so large and having it work with this ancient engine, framerate overall was great, had a few hiccups going through some buildings but I was also noclipping everywhere so it could've been that.
Personally don't play DZ at all, but I would love to see this included for diversity and, y'know, less desert maps overall?
Hope I helped in finding some bugs!
Wow, thanks for the feedback. We have fixed some of those things in the first patch already but we’ll check if there is anything we missed!
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Quote from FMPONE
On 8/29/2021 at 7:34 PM, FMPONE said: I really like the interior shot of the church and the pastoral scenes. If I had one criticism of these screenshots it would be the architectural textures, which seem far too clean and lego-like. The lack of displacement blending and realistic wear is noticeable.
The bottom of a wall should not really look like the top of a wall, etc, there should be some gradients going on there. It does not have to be intense and you can keep your soft look, but it should be present.
Thanks for the input! you are right, we actually had a blend texture there and those walls are still displacements but we swicthed the texture at one point that wasnt a blend texture. Will fix that!
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The Danger Zone experiment returns to the sun soaked hills of southern Italy. Between scenic towns and ancient ruins, fight to survive and be the last man standing.Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=2587298130Made by: Hasselh0ff, KlixX, Seth, Quotingm Slimek, Andi, Squidski and T-R3x3r
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We started working on a new map for Danger Zone a while ago and it is now in a state where it is playable, yet far from being finished. The map is set in Tuscany, Italy and is a departure from the usual toned down visual style of Danger Zone map to something more vivid and vibrant. We will try to make it quite colorful and unique compared to all other Danger Zone maps.
The team working on the map consists of Squink, Squidski, Hasselhoff, Seth, Slimek, Quoting and T-R3x3r. Workshop: https://steamcommunity.com/sharedfiles/fi…/?id=2403831979
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dz_Frostbite has been officially added to the game as part of Operation Broken Fang http://counter-strike.net/brokenfang
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Frostbite Update 4-7
We have continued to remake pretty much the entire map and this time we took on the ski lift buildings :D. The old and blocky buildings were replaced with completely new ones that not only look much better but should also offer more unique gameplay possibilities.
Patch notes:
[General]
- Remade ski lift buildings for improved gameplay and visuals
[Ski Slopes]
- Adjusted ski flags and color coded each slope
[Town]
- Remade the centerpiece statue
[Radio]
- Fixed railing collision and clipping
[Misc]
- Moved porta potty to Construction
- Adjusted handrails (thanks poLemin)
- Fixed visual errors in certain buildings
- Various changes to prop fade distances throughout the map
- Fixed rare cases of floating grass
- Fixed various terrain issues
- Fixed certain texture blends
- Fixed visual inconsistencies
- Glass on top of the middle ski lift building no longer sounds like concrete
- Fixed missing brush face on a house porch.
Pictures of the new lifts:
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Frostbite Update 3
We could finally update frostbite today with an update that has been long in the works, but was delayed due to the wingman contest. It is now finally out and it’s a big one!
We addressed a lot of the feedback from the start that everything looks a bit too similar, therefore we redesigned parts of the map with new buildings and structures that better fit into the environment. Additionally, we fixed tons a small issues and improved gameplay with more cover in open areas and finally fixed the drones on the workshop version of the map!
I would say the map is now in a state, we had originally intended it to be in. There are some issues on the current version we are aware of, but please feel free to share everything you find here.
Patch notes:
[General]
- Made rock and cliff collision models more accurate
- Tweaked map boundary rock formations and clipping
- Added rocks and fences to some areas to break up open spaces with no cover
- Reworked several buildings around the ski slope to be more unique based on feedback
- Fixed strange z-fighting issue with some of the cabin buildings on nonstandard resolutions
- Adjusted weapon crate spawn locations in some areas of the map and added more to others
- Improved visual look and feel of various areas
[Cove]
- Slightly rotated turret hut
[Tunnels]
- Adjusted func_tablet_blocker under ladder entrances
[Village]
- Adjusted fence to allow entrance from the ski slope
- Made the snow on the roofs fluffy and smooth to walk on
[Shack]
- Added ladder to reach balcony
[Radar]
- Added stairs for better movement
[Misc]
- Drones now work in the Workshop version of the map
- Player controlled drones are now stopped at the map boundaries
- Raised some fences that were buried in snow
- Added some trees all across the map
- Adjusted prop fade distance on some props
- Various minor fixes to misaligned props
- Connected more of the map to the power grid
Pictures of some of the new buildings:
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Calavera
It's Dia de Muertos in San Miguel de Allende, Mexico - but a group of terrorist rebels are having none of it. Can two lone counter-terrorist agents stop them?
Made for the 2020 Source Engine Discord Wingman Mapping competition.
Layout and Design - T-R3x3r Art and Design - Squinky
Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=2242472711
Radar:
Screenshots:
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Frostbite Update 2
We updated Frostbite today. This update mostly focuses on bug fixes but we included some gameplay changes too.
Fingers crossed that we can publish a big update in about two weeks with lots of gameplay improvements - that is if we manage to compile the map

Feel free to leave feedback for this one.
Patch notes:
[General]
- Tweaked weapon spawn positions to prevent bad clipping
- Adjusted snow on buildings
- Adjusted map boundary rock formations and clipping
- Changed some map location names
[Village]
- The houses have been connected to the power grid
[Cove]
- Opened the cabin
[Town]
- Improved clipping
- Reworked stairs
- Added missing stoops
[Tourist]
- Revamped visuals
[Outlet]
- Added a hut
[Echo]
- Added more snow
[Shack]
- Made it possible to enter the building from the south side
[Tunnels]
- Added new ladder exit in long hall before caves
- Fixed more stuck spots
[Boat Houses]
- Added snow to boardwalk edges
[Tower One]
- Fixed z fighting
[Misc]
- Made wood fences darker and more saturated
- Made sun smaller
Pictures of the new exit from tunnels and the new hut we added: