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  3. bud

Posts by bud

  • de_fore

    • bud
    • February 10, 2025 at 1:41 AM

    Final work done on Fore for stage 2 - workshop is currently awaiting approval. Big changes if you haven't seen it in a month or two.

    A coat of paint around the whole map - especially B site, Lockers, A site, B Long and CT spawn. Unfortunately definitely am quite a bit away from where I want it to be - but I will keep working on it! Complete remake of CT spawn Removal of 'under A' position - reworked cover there Remake of B main slightly Remake of lockers + lockers entrance


    Steam Community :: Fore :: Change Notes

    Reverted a bit of B 'secret' area

  • de_fore

    • bud
    • September 6, 2024 at 7:47 AM

    Quite a few updates since the last logs here - map has been condensed, A connector and one side of mid are entirely redone, reduced height variation in mid, reworked A cover, reworked A entrance for CTs, reworked lockers and basically remade B long. Still thing b long is a smaller revision or two away from a great layout but it was a necessary step to cut out a lot of dead space from the map

    Steam Workshop::de_fore [WIP] (steamcommunity.com)

  • de_fore

    • bud
    • August 4, 2024 at 8:23 AM

    New update out - patch notes on the steam page explain the changes. Mainly A adjustments and cover/corner tweaks to make the map a bit smoother around the edges. Still some consideration down the line for what to do if B still feels too far away + smaller adjustments to new A cover.

    Steam Workshop::de_fore [WIP] (steamcommunity.com)

  • de_fore

    • bud
    • June 14, 2024 at 5:17 AM

    update came out a few days ago - was able to test it thanks to the Source Engine Discord. Have a few updates to make likely after a few days of being on the Mapcore hub tomorrow as well but overall it seems like there is something to the map which is exciting. Just need to polish mid, fix extremities fight timings and consider other feedback in the coming days to make the next version even better Steam Workshop::de_fore [WIP] (steamcommunity.com)

  • de_fore

    • bud
    • May 19, 2024 at 5:13 AM

    new layout adjustments on the workshop Steam Workshop::de_fore [WIP] (steamcommunity.com)

  • de_fore

    • bud
    • May 12, 2024 at 6:17 AM

    Steam Workshop::de_fore [WIP] (steamcommunity.com) Just played a playtest internally as this went live and wow, I need to spruce up the distances of engagements quite a bit. Think I misread them as I couldn't play stretched res until it went onto the workshop. Was worried early on that would detract too much from the playtest - but to my surprise, there actually was some interesting dynamics to the push and pull of the various sections of mid.

    Rotates are definitely too long, I want to cut 20-30% of the map CT to T and add more variance to A/B long. Have some good ideas for B even with it playing well already (besides the timings..) that I think would make it really shine

    I think A has too many things going on for how many options are in mid - so I need to trim a bit to refine the gameplay.

  • de_fore

    • bud
    • May 10, 2024 at 2:30 PM

    Hoping for a workshop link later today - almost ready for a first playtest

  • de_fore

    • bud
    • May 8, 2024 at 7:23 PM

  • de_fore

    • bud
    • May 8, 2024 at 7:11 PM

    Workshop will be put up hopefully near the weekend for initial tests and general feedback - ct spawn is the bottom area and t the top

  • de_fore

    • bud
    • April 28, 2024 at 6:32 PM

    Update: I have solidified the theme much more than originally as well as created the base layout initially that I would like to test.

    The theme still includes one side of the map being among the tree tops on top of a mountain/hill (right side in the picture), but the map is going to be a complex of buildings in a country club-style with golf details all around and even one of the sites potentially being a putting green or at least close to one.

    This is the current layout and ideally what these places would look like with continued greyboxing of the theme.

    [Blocked Image: https://cdn.discordapp.com/attachments/754372860100870224/1233908042081243257/image.png?ex=662f76aa&is=662e252a&hm=222c18626cc7373649b125c5c6a84d0fb97e905507204869090e1eea80a81701&=]

    Already have a greyboxed golf cart for fun cover in a few spots. Have some ideas for cover that would be similarly unique hopefully

  • de_fore

    • bud
    • April 13, 2024 at 10:38 PM

    Still thinking on the theme in the early portions of the layout - I like the idea of potentially being high above the trees - some of the outer lanes of the map being a balcony. I think a combination of this + the estate/manor idea is the best route if I can pull it off.

  • de_fore

    • bud
    • April 13, 2024 at 3:04 PM

    My map is going to be themed around a manor/estate. Initial layout still being drawn up right now - it might be partially inside to some extent. Thinking gardens and terrace, some stone statues for a lot of the map for any outside portions closed in by various buildings on the estate's grounds. EDIT: Not really an estate (hasn't been since early stage 1) - but rather a golf-focused country club. See the locker rooms, golf carts and the pro shop - and don't get lost in the scenery!

    Map Link + up to date images below. More up to date screenshots on the workshop (Updated Feb 9th, 2025) Steam Workshop::de_fore [WIP] (steamcommunity.com)

  • [WIP] Flamingo

    • bud
    • January 31, 2020 at 4:07 PM

    By no means is my level done, but this will be the final version I can submit to the Mapcore contest. I wanted to take months of extra time with this one to develop my own custom textures and props, but I feel the layout has certainly been improved over the last few months thanks to my awesome play testers.

    Hopefully next contest I can develop a map quick enough to be completed and detailed!

    https://steamcommunity.com/sharedfiles/fi…/?id=1762758474

  • de_napoli WIP

    • bud
    • August 7, 2019 at 5:52 AM

    Beautiful looking and has what seems to be a promising layout.. good luck in the competition!

  • [WIP] Flamingo

    • bud
    • August 5, 2019 at 5:12 AM

    I just found out about the overlay for Terri's autoradar, I can use that for A site likely and make it a single image

  • [WIP] Flamingo

    • bud
    • August 4, 2019 at 4:33 AM

    That could be true, and the loading screen is affected too at the moment. The reason it is there is because I wanted to emphasize that there is an underground connector below A site and with one image it didn't do the trick. It is a bit buggy and I will revise it as I go. Thanks for the feedback.

  • [WIP] Flamingo

    • bud
    • August 3, 2019 at 5:57 PM

    Steam workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=1762758474

    The idea was to be set on a coastline and somehow tie in flamingos :D. I was inspired a bit by overpass with the map control aspect of it.

    Huge thanks to Terri for the autoradar! - Check it out here: https://github.com/Terri00/CS-GO-Auto-Radar

    August 21st edit: Revamped the layout extensively in middle and both the sites, added some custom graybox textures and floor textures (some are placeholders). Workshop will be loaded with changes as soon as valve lets it update.

    Layout changes include: -Extended middle wall to split mid sightlines up

    -Reworked B connector steps

    -Moved door near A, moved bottom A connector entrance

    -Reworked A site itself (new shape and loads of new cover)

    -Reworked B site itself(new shape and cover around site)

    -Shrunk the map near A to take out needless rotate time

    -Moved T spawn back a little bit

    -General improvements to sightlines

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