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  3. fewseb

Posts by fewseb

  • [CS:GO] De_BigAssStatue

    • fewseb
    • August 21, 2018 at 1:06 AM

    Nit-picky thing, but that T-logo on your radar image hasnt been used since 2012

  • [CSGO] Victoria

    • fewseb
    • August 9, 2018 at 10:16 PM
    Quote from Tynnyri

    1 hour ago, Tynnyri said: Geez, it was just a friendly reminder that you're not following this guide you sent me passive-aggressively; The layout doesn't allow for any teamwork. It might be or become balanced, but it surely isn't the next Mirage.

    Dude just because your map had bad design decisions that most beginners make, doesn't mean you have to harass this guy for pointing out the obvious, id also argue you cant rightfully say the layout doesn't allow for teamwork when as far I can tell, you've never play tested the map.

  • [CS:GO] Chalice (Wingman)

    • fewseb
    • July 12, 2018 at 8:06 PM

    Hey Grapen, I noticed you didn't include a kv file with Chalice, so it just defaults to a single seal team 6 and phoenix model. Im not sure if you had one made and forgot to include it or if you forgot to make it.

  • [CS:GO][WIP] Trailerpark

    • fewseb
    • March 26, 2018 at 4:41 AM

    Are the crate on the bombsite place holder or final?

    It seems strange to me that a map set in a trailer park that there would be weapon shells and large crate of something flammable just sitting around on some planks.

    Given that there a number of propane tanks in the game, I think they would be a more appropriate target for this map.

  • The random model thread!

    • fewseb
    • March 23, 2018 at 8:46 PM
    Quote from GrillusRetardus

    8 hours ago, GrillusRetardus said: Uhm.. I'm not sure that's the best way of creating models.

    Have you considered downloading and learning blender?

    Yeah, I just thought it would be fun to try and make a convincing model with only editor tools, I know you can get way more detailed with real software, but this is more of a fun challenge for myself.

  • The random model thread!

    • fewseb
    • March 22, 2018 at 4:06 AM

    Im currently working on a firetruck for an work in progress CSGO map, the fire truck itself is being modeled using basic geometry and will eventually be converted into a prop using propper.

    I think it has turned out well for being made in a just the editor


    In game

    In editor

  • de_Balta (WIP)

    • fewseb
    • February 10, 2018 at 3:21 AM

    De_Balta is a csgo map ive been working on since November, while its pretty far into detailing, ive become creatively blocked with some of the remaining areas and think that the map could use some community feedback. Right now the map feels small to me, that was one of the main criticisms for my previous map and as such im trying to avoid that being a negative to this map. The theme, which I will not reveal quite yet, is going to very unique in my opinion, however I need to know if I have conveyed it well enough at this early stage before moving on to the large detailing in outside areas.

    Im mainly wondering

    1. Is the theme confusing or uninteresting?

    2. Does the map seem to small or not that fun

    3. Does the map feel too open or too enclosed in certain areas?

    If anyone has an ideas on how this map might be improve this map, please let me know.

    Overview

    Screenshots

    https://imgur.com/a/9Dj9q

    Workshop link

    http://steamcommunity.com/sharedfiles/fi…/?id=1296601753

  • Opal

    • fewseb
    • December 7, 2017 at 9:34 PM
    Quote from MikeGon

    7 hours ago, MikeGon said: As for the player models, I simply kept my very first iteration up until now, because they felt cool

    but you're right, it doesn't make sense - so I replaced them with Leet crew for Terrorists (almost went for the Anarchists, but they look too much like a boy band to me)

    To be fair, if went off the real life inspirations for the separatists, they could operate in Greece, they certainly match the theme as well.

  • Opal

    • fewseb
    • December 6, 2017 at 10:01 PM

    So this map is set in Greece,

    but both Italian and English police barriers are present at ct spawn, along with an American style police car, then the police on this map are supposed to be the British SAS? Granted the SAS work for this map, its just that they wouldn't be the police force

    Also, some of the stairs are really big, like too big. I dont know if this is inspired from real life, buts it odd when you just glide up huge stairs.

  • Abbey

    • fewseb
    • December 4, 2017 at 9:35 PM
    Quote from Lizard

    2 hours ago, Lizard said: @tr0nic shh

    But for real, we are aware of this but we won't update the map before the end of judging process :)

    @Harry Poster like I said. After the judging process I will fix most of the issues

    @fewseb No idea. Was it a sound or the round ended?

    I just walked from a site, to around the back entrance by the edge of the map around through the t-doors area and the counter-terrorists wins sound played, it might have been a game bug or something, but im just reporting it in case it is a map bug. There were still some T-bots alive and the bomb was planted right after the sound played.

  • Mapcore's CS:GO Mapping Contest 2017

    • fewseb
    • December 3, 2017 at 3:36 AM

    I asked this before but didn't get a response, is the judging process going to record/streamed so mappers can see all the criticisms that judges have or will it just be small write ups?

  • de_vermeil [RELEASED]

    • fewseb
    • December 1, 2017 at 4:18 AM

    Last minute adjustment rush update

    -Optimization Overall

    -Added some more extra details

    -Added grenade markers to one way door and cave

    -Signs adjusted

    -Swat van in ct spawn adjusted to be more authentic


    Swat van comparison


    One way door comparison


  • Abbey

    • fewseb
    • December 1, 2017 at 3:13 AM

    When I was playing Abbey, I walked from a-site to the wall next to the outside of the map to where Ts come from, into the double doors area and the Counter-terrorists wins sound played, im not sure if it is an odd bug or if its intentional.

  • Aerospace

    • fewseb
    • November 30, 2017 at 12:29 AM

    Hey Noodle, I was wondering, how did the Terrorists even get on the plane? Are the jets you can see from t-spawn, their jets or the ct's jets, why is one of them damaged? Were the ct's already on board or did somehow board the plane mid air and clear out all the passengers?

  • Abbey

    • fewseb
    • November 30, 2017 at 12:16 AM

    One problem with your skybox, I assume the mountain prop is supposed ot be far off in the distance, but the trees shadows appear to be touching it.

  • Mapcore's CS:GO Mapping Contest 2017

    • fewseb
    • November 28, 2017 at 12:31 AM

    Question for the judges, will the judging process be record/streamed so that mappers can hear and see the critiques?

  • [WIP] de_biome

    • fewseb
    • November 26, 2017 at 6:10 PM
    Quote from jd40

    8 hours ago, jd40 said: Thanks!

    Yep, my method goes like this:

    Wallworm import model -> change vmt location to my own -> compile

    I guess I can upload it after I release the map. Also planning to make desert gign playermodels.

    Custom player models would be great, Ive always heard people talk about doing them, but simple re-skins could be a good breakthrough, instead of entirely new factions.

  • [WIP] de_biome

    • fewseb
    • November 26, 2017 at 2:21 AM

    Woah, is that SWAT van a custom skin or card?, either way I would love to know how you made it or if its available for public use.

  • de_vermeil [RELEASED]

    • fewseb
    • November 20, 2017 at 9:42 PM

    Rookie mistake, missing textures have been packed it should be all good now.

  • de_vermeil [RELEASED]

    • fewseb
    • November 20, 2017 at 4:52 AM

    Vermeil has finally been released, while I suspect there are still some bugs to iron out, I think the time has come for the community explore the map

    Workshop Link

    http://steamcommunity.com/sharedfiles/fi…/?id=1206134479

    Workshop Description

    A defusal map set in a historic French park, rooted in a traditional layout with unique gameplay twists added. Made for the Mapcore 2017 mapping contest Story: The Phoenix Connexion intent on destroying the ancestral home of the Williams, one of the Coalition Taskforce’s biggest financial backers, has become aware that the Coalition knows they are coming. In an attempt to divide the response, force the Phoenix have hired American Mercenaries to attack Vermeil Roche Parc, a historic tourist attraction upstream from the William's Castle Pavé. For weeks, an inside man has prepared the park for attack by committing acts of vandalism, causing the park to be closed for maintenance. Now that the GIGN are on scene, can the Professionals get the job done before the Phoenix begins their assault on Castle Pavé? Notes: Bombsite A features little cover on site, but features a 3-lane retake path for CTs and multiple routes for terrorists Bombsite B cover is numerous but has wide open areas in-between them and the bombsite, the Terrorists must either take the choke point or sneak around the CTs by going through middle. Map Screenshots https://imgur.com/a/HmKVN

    Action Screenshots

    https://imgur.com/a/qUWrS

    Radar

    Spectator Radar


    As always, feedback is appreciated

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