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  3. braindeer

Posts by braindeer

  • [CS:GO] Arena CTF - Grotto

    • braindeer
    • December 6, 2017 at 6:51 AM
    Quote from nikkoship

    On 28/07/2016 at 1:43 PM, nikkoship said: Glad you enjoyed it, and thanks for playing! Spawn camping was something that came up during playtests, admittedly I hadn't found a solid solution to the problem. Originally I had it so the spawnroom was entirely separate from the rest of the map (and you would teleport out) but it just felt kind of clunky (especially if you wanted to play defense or snipe), although if I play around with that idea a bit more - I think it might solve the issue. Blockers and auto trigger_teleports do the job except the flag carrier could just hide behind the corner and you could never really kill him/return your flag.

    I was thinking about it a bit earlier this morning, like maybe there could be a "one-way" broken elevator/broken staircase leading to the "hut" so you can drop into the hut and snipe/defend but you can't go back into the spawn room and camp with the flag/grief. That way snipers can still gear up and go snipe, and rushers/offense players can just use the teleporter in spawn like they always did.

    Right now I'm working on a new map for the mod and testing out a "speed boost" powerup. The next large update to Grotto will probably have some fix for this issue.

    See day of defeat source for solutions, generally they use one way drops as they flow well.

  • What I'm Working On

    • braindeer
    • December 5, 2017 at 9:09 PM
    Quote from FMPONE

    On 02/12/2017 at 12:48 AM, FMPONE said: last update before rigging

    [Blocked Image: https://pbs.twimg.com/media/DQB16_yV4AA5zVJ.jpg:large]

    Absolutely killing it. I love the modernization while keeping it true to the feel of the original models.

  • [WIP] de_biome

    • braindeer
    • November 26, 2017 at 4:04 AM
    Quote from jd40

    3 hours ago, jd40 said: Just got done with the first art pass. There's some work left but the map should be in a presentable state for the deadline.

    Maybe I'll try to squeeze in that last minute playtest on sunday or tuesday.

    [Blocked Image: https://i.imgur.com/xWMkTGm.jpg]

    [Blocked Image: https://i.imgur.com/xi7NnS7.jpg]

    [Blocked Image: https://i.imgur.com/FbCk7lM.jpg]

    [Blocked Image: https://i.imgur.com/N1P8xKT.jpg]

    [Blocked Image: https://i.imgur.com/OjQBNlC.jpg]

    [Blocked Image: https://i.imgur.com/rI5wTpx.jpg]

    [Blocked Image: https://i.imgur.com/V5bNCLs.jpg]

    [Blocked Image: https://i.imgur.com/8cAxGUi.jpg]

    [Blocked Image: https://i.imgur.com/z3XjlJj.jpg]

    [Blocked Image: https://i.imgur.com/47ojSb5.jpg]

    Display More

    Absolutely incredible, really feeling the lair-like vibe.

  • WIP in WIP, post your level screenshots!

    • braindeer
    • November 15, 2017 at 9:29 PM
    Quote from Corvus

    On 12/11/2017 at 11:59 AM, Corvus said: [Blocked Image: https://i.imgur.com/PcEzvtY.jpg][Blocked Image: https://i.imgur.com/MFIMvY9.jpg]

    Love the atmosphere, the lighting sets a great tone! It would be cool to see a few flashes of colour to add some depth to the scene.

  • de_somnio

    • braindeer
    • November 11, 2017 at 12:56 AM

    Crazy and beautiful.

  • [WIP] de_prophecy

    • braindeer
    • September 29, 2017 at 5:35 AM

    I think with the change in layout and theme, although the map takes cues and inspiration from de_prodigy it does not fall into the categories listed above. I've uploaded some screenshots of the progress. Enjoy :)

  • WIP in WIP, post your level screenshots!

    • braindeer
    • September 24, 2017 at 8:21 AM

    Really fleshed out this project in the last few days, i'll have to do a full render at some point. I think she's 95% ready to test.

  • WIP in WIP, post your level screenshots!

    • braindeer
    • September 21, 2017 at 2:50 AM
    Quote from nick nugent

    On 9/15/2017 at 6:05 PM, nick nugent said: @Radu We've actually released the standalone mod back in August of last year. Took sometime but we finally got it released.

    That's really cool to hear, I remember being awed by Brainbread back in the day and loved the whole vibe.

    Some more updates to my de_prodigy reboot. B site has had a makeover including opening up windows on the upper level. Now players can smoke/flash from outside the site and the increased brightness makes the whole site feel less confined. I also added non traversable window on the t entrance to upper site, now cts can be more effective against a rush.


  • [WIP] de_prophecy

    • braindeer
    • September 19, 2017 at 5:47 AM
    Quote from Harry Poster

    27 minutes ago, Harry Poster said: Contest Rules

    3.Remakes (maps of the same name and design of an existing map released for public download), sequels (e.g. de_dust3), and spiritual successors (new name for an old layout) can NOT be entered.


    ?

    Haha...fuck.

    I'm gonna just continue for the hell of it.

  • [WIP] de_prophecy

    • braindeer
    • September 19, 2017 at 5:06 AM

    This map is a re-imagining of the classic de_prodigy. The action is set aboard a decaying nuclear oil tanker being broken for salvage.

    The layout is semi faithful to the original and features a new central "lane". B site has some verticality with the terrorists able to one way drop onto the site for a heavy damage penalty. The cover is still undecided and open to change. I am going to submit this map for playtesting, ironically I cant play myself because my current PC is a featherweight netbook but I was previously an avid player. For this reason the map was only rendered in fast mode, I aint got all day to wait mofucker.

    I think the map will really benefit from a strong 3d skybox for the surrounding shipbreaking scenery.

    Theres a lot more to do before the map can really be considered "finished" but I excited to finalize it. If anyone out there feels they could contribute to detailing the map hmu Im always down to collaborate.

  • WIP in WIP, post your level screenshots!

    • braindeer
    • September 7, 2017 at 10:45 PM

    I've always liked de_prodigy and thought it needed a CSGO comeback, the original didn't really work as a comp map but had some great setpieces.

    I'm working on a re-imagining of prodigy into a 3 lane map. Its set aboard a decaying oil tanker in a ship breaking yard.

    Its at the stage where I'd like to playtest it. I've worked in a mid which gives Ts the option to one way drop onto the site, for a large damage penalty.

    If anyone's interested in collaborating for the CSGO competition I'm open to the idea, my rig is a real POS and cant handle more in depth mapping.

    Edit: more photos http://imgur.com/a/vKXZG

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