Jesus Christ this looks sick man, keep the pace up ?
Posts by gordonfeetman
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Ah, good ol' Baghdad..
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@That50'sGuy good luck with finding a job, earn bling bling cash
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Looks pretty good so far, I'm actually pretty excited for the first release of the map.
maybe use reflectivity textures next time though ty love u too
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Quote from mtchromatic
56 minutes ago, mtchromatic said: Is that how you do the multi-level radar?
Multi-level radar is when the radar changes to a different radar, for lower and higher area's like de_nuke for example.
What I mean by using tar_overlap gives it stripes to indicate you're able to stand below and under it. You would use this for making a tunnel that would go under mix for example.
Of course I'm not the best teacher so I would recommend watching TopHATTWaffle video on TAR if you still don't get it.
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Btw, shouldn't you be able to use a tar_overpass or something like that for the tunnel?
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The update has been released but I'm honestly not sure what I've changed since I'm awful at keeping track of things xd
Let's just say I made updates to the layout and uhhh have fun lol
You can of course find the update on the Steam Workshop page
On another note, I'm probably gonna have a playtest too soon but I'm not really sure when.
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Quote from That50
3 hours ago, That50'sGuy said: Guess what? This map ain't dead! I've decided to resume development on it since I've been wanting to do a dead mall theme for years, yet I never did it for some odd reason.
Now I know it has a lot of flaws that need attention, but I'd just like to address the most important one: Lighting. Before, the map was very dark since I was only lighting it up with dark colored lights for ambience. But I've decided that I shouldn't let realism get in the way of a potential map. So I've turned the power on in the building! In real life this would have likely caused a fire 10 or so years after being abandoned, but this ain't real life, it's a game! After all, this map literally has flags that have been flying since 1966! Also, I've added some construction lights to a few areas, just to support the idea of the asbestos abatement that's going on.
So hopefully with some of the lights on, it should have more Clarity, (Obviously not ALL the lights are on, some have burned out, have fallen out, or have been broken/stolen by looters) I'll be sure to address the layout soon as well

The content cannot be displayed because it is no longer available. This I like many much
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I'm currently working on another pretty big update for my map, I'm also currently fixing the timings on my map.
Big update coming soon, stay tuned!!
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Can't wait for the first playable version of the map! This is one of those maps where I would just walk around just for the sake of walking around and exploring
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It's a shame this couldn't be entered into the Exotic Places contest xd
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Wow, I really haven't been active in a while..
I had a TopHATTWaffle playtest yesterday evening and got tons of feedback so that means post-playtest update time!
Here's the updated radar and everything I mentioned in the change log:
Spoiler
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Post-Playtest update! - Made the skybox higher - Removed connector at lower mid and reworked lower mid in general - Reworked cover on A site - Reworked cover at the shopping street a bit - Added a bit of cover to mid terrace and ivy(?) - Adjust CT entrance to A house - Fixed clipping on A tree That's about everything, definitely missed some really small details which I don't really feel like mentioning
I think for now I'll just keep tweaking the layout a bit more since there's still some feedback left, I'll probably schedule another playtest pretty soon so stay tuned!
Of course new screenshots can be found on the Steam Workshop page which at the moment of writing this is still waiting to get approved, but it'll probably be approved pretty shortly.
Anyway, that's it! Keep mapping my dudes
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I'm loving the theme!
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I also completely forgot to mention the new update in which I added a completely new area behind A, removed an unnecessary connector and finally gave some more attention to B.
I should have already upload an even newer version which actually already has some little things fixed and adjusted to hopefully further improve gameplay.
The next thing I want to do with this map is schedule a 5v5 playtest to get some feedback and tweak my layout!
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@C-NAP Thanks for the feedback!
Currently working on fixing some sightlines and smaller things like shifting cover a little bit and adding some tiny stuff, fixing bugs etc
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Haven't posted in some time and thought I would give you guys an update;
I'm currently working on the T side of the map, mainly back of A main which might end up becoming a bit like Cache,
and the back of B main. As of right now I've mostly given a lot of attention to A since I wasn't really happy with it before the previous update meaning there's not really a whole lot at B site.
Also, I've shifted CT spawn. Update will probably get released tomorrow or a bit later!
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Looks good ❤️
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After finally being able to log into Mapcore again I can actually discuss my map again, today I'll be having the playtest with the people on de_kuru and I've made some pretty big changes to A site.
I've added a platform for the terrorists to use, to hopefully balance the site out a bit.
I've also added a garage to A site to act as deep cover if you wanna play some hide and seek.
Other than that, I've made a few tiny changes which I don't feel like mentioning.
You can also find some new screenshots on the workshop page!
Spoiler New A site
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For everyone wondering I’m currently on vacation but I’ll be back on Friday evening!
I’ve done a little bit of playtesting Sunday evening though with phantasmagoria who gave me some idea’s, mainly on A site. I’ll be implementing as much of those idea’s as I can Friday evening and Saturday morning! I’m also having a playtest on the De_Kuru Discord server Saturday evening at 3:00 Eastern time in hopes of getting some more feedback!
Sorry for bad formatting, currently on my phone