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Showing content with the highest reputation on 09/30/2019 in all areas

  1. 7 points
    FMPONE

    Counter-Strike: Global Offensive

    This is partially my fault. I thought it might be a good idea to do a “black and white” old Cache in that video, but they just turned saturation down 50%. Then when you see the new Cache it’s like “omg”, but the reality was it just looked like the colors were messed up. We need to take saturation down but yeah, gotta take some responsibility for that one. I also should have unbuttoned my jacket on the desk, looked pregnant at times o.O oh well, no do-overs in life. Still pretty happy with how stuff went, and still a bit of work to do before release
  2. 6 points
    Roald

    WIP in WIP, post your level screenshots!

    Some progress on my map Anubis
  3. 4 points
    Vaya

    MapCore CS:GO Playtesting 5.0

    Hi Guys, I've taken over playtesting from @MaanMan due to his other commitments. Thanks for all his efforts thus far. I'll probably be making changes and streamlining how I do things over the next couple of weeks.
  4. 4 points
  5. 3 points
    Vaya

    Counter-Strike: Global Offensive

    curved wall was dumb as hell. I'm glad it's dead.
  6. 3 points
  7. 2 points
    Really good video here guys, we play games since we're toddlers, and some of us are making games for decades now, so some of this stuff is a really good reminder that the balance of hand holding and exploration is key even at it's fundamentals.
  8. 2 points
    Vaya

    Counter-Strike: Global Offensive

    goodluck with it! looking forward to the 10th
  9. 2 points
    ConsuminHelium

    [WIP] de_stonetown

    Hello all! here are some screenshots for the latest version! The map is textured but is still a WIP! Link https://steamcommunity.com/sharedfiles/filedetails/?id=1877089951 BTW please note that clipping is ~60% complete. However i would still like feedback on some OP boosts.
  10. 2 points
    untor

    De_cache WIP (new version)

    I liked what I saw. I will not say that all my expectations were met, but some of them came true. I think it's worth waiting for the release of the 10th, for a final opinion. But now it feels like a new Erangel 2.0 in PUBG, everything seems beautiful, but a lot of distractions. Even visually adopted similar decorating methods.
  11. 2 points
    [HP]

    Counter-Strike: Global Offensive

    Good to see some color pops in cs go, they even help player leading. Good stuff man.
  12. 2 points
    dux

    Counter-Strike: Global Offensive

    New Aztec is looking good.
  13. 1 point
    JorisCeoen

    Daigo

    Hello everyone! I've decided to join the contest too with a brand new Defusal map called Daigo (Japanese for 'enlightenment'). The events will take place inside a Japanese Castle that is partially under reconstruction. It will have the typical Japanese flora and architecture, such as exotic gardens and fountains, with the typical roofs and ornaments + statues. The map can be downloaded here: https://steamcommunity.com/sharedfiles/filedetails/?id=1881843696 I've taken almost two months to shape the first greybox (it's actually an orange-grey with default dev textures... but I think it's alright). Below are a few pictures with radar generated by TAR. It's not 100% accurate, but I'm still learning the program. A fully accurate version is coming soon. I've tried some new things, mainly experimenting with a double mid. Terrorists have a lot of options to rotate. If they can conquer the first mid that leads to both A and CT/B-Site from the back, there's a lot of variety that can happen. I think A-site is really hard to take, and will be the most challenging to balance due to the scaffolding heaven-part that is high-risk high-reward like. Obviously, I've never tested this with 10-man, I've only done this layout and greybox 'as in-theory'. I'm wondering if it plays out, and think the map is ready for a first playtest. Note that everything can be changed in the greybox (literally anything), so the layout is not final and will change depending on critique and feedback. LATEST UPDATES (last playtested on 01-10-2019) Updated clipping issues (based on previous feedback) Updated radar, which is now smoother and nearly 100% representative of the playable area Improved ramps leading to Mid and Long A from T-Spawn Improved cover for A-Site. LOOKING FOR FEEDBACK ON NEXT PLAYTEST (planned on: TBA) A-Site retake for timings A-Site heaven for being probably overpowered Rotations from A to B (and vice-versa) Fun factor of both bombsites I'd like to make a special mention regarding the programs I've been using to design all of the layout and greybox, which are the Wall Worm tools for 3DS Max!
  14. 1 point
    +Rusty+

    The random model thread!

    Posting this for now (as it is the random model thread), alil after-work doodle from today (far from finished and may have more to show if i get the time to work on it later) but this is another concept by the awsome Munkhjin Otgonbayar.. and i would also like to mention if any 3d or aspiring 3d artist havent seen his work you sould definitely check his artstation out and study his work, love his stuff & im sure many that havent seen... will also... and no this isnt suppose to be some-kind of artifact.... its a knuckle duster
  15. 1 point
    Vaya

    Counter-Strike: Global Offensive

    Initial thoughts are a big 'no' to both boosts on B but will wait and see how it plays out
  16. 1 point
    Interfearance

    Counter-Strike: Global Offensive

    @Vaya Yeah I watched it yesterday and I agree. Actually looks amazing, ESL made everyone think it would look like an IW map. I honestly don't know what to think of the new spot on B though. You guys?
  17. 1 point
    Vaya

    Counter-Strike: Global Offensive

    I think the ESL videos preview colours were blown out. it looked a lot better in the gameplay stream. Streamer settings innit.
  18. 1 point
    Beck

    Counter-Strike: Global Offensive

    Looking forward to giving this a spin. Me and my mate play cache a ton as it's our favourite map.
  19. 1 point
  20. 1 point
    JorisCeoen

    Daigo

    Thanks a lot! I've sceduled a first playthrough. The form-thing is great, very exciting and hopeful for a first playthrough I've missed my first playtesting due to a misunderstanding. Despite this, I've gathered minimal feedback and tried to incorporate this into the next version. This one is now ready and I will scedule another playtest very soon. I'm just waiting for the workshop file to be approved (new Valve workshop security system...) and when it's live I'll scedule!
  21. 1 point
    blackdog

    Counter-Strike: Global Offensive

    GG @FMPONE dunno if the video is over saturated in post?
  22. 1 point
    Kokopelli

    de_neighbors

    Major Update Sliding Door is now functional and begins open each round. CTs can now hold angles that don't require shooting through the glass. A Site has been cleaned up quite a bit. I removed a lot of the furniture for better mobility and additional playable positions. Also expanded the bomb plant zone. Expanded the hallways so things feel less claustrophobic. Added a door between Bedroom and Kids Room to provide another route for retakes. Also allows you to clear angles in Bathroom and Front Door. CTs defending from Backhill can more safely fall back and re-enter the site through the window because of the new protruding wall. During retakes, they can clear several angles of Bedroom through the window. Widened Lobby and parts of Mainhall for better holds and approaches. The extra space in Lobby makes it more contentious. Redesigned Frontstairs to be wider and have more cover. Replaced Fronthill with a walled-off pool area to block off a ton of sight lines and create more separation between areas. With Farside gone, there is a heavier focus on Mid so that called for a little more complexity. I also clipped off all the hedges to put an end to silly boosts. Added stacks of plywood onto Pickup Truck to block even more sight lines and provide more substantial cover for Ts defending a push from Frontstairs or Driveway. Ts can hold T Garage more safely with all the additional fencing. Widened the entry to Utility Room from Pit and made it angled so you can clear a common spot on B Site. Expanded B Site and added more cover to create more playable positions. +Dumpster + Concrete Pallet +Luggages Added a Ladder that leads from Driveway to the top of B Hill. This gives CTs a way to fight for control of B Hill but makes it risky for them to play aggressive. If Ts gain control of Mid/Frontstairs, they gain this vantage point into B site and can also watch a push up Ladder. Closed off Construction to reduce the number of angles Ts could be playing, bringing the focus more towards Driveway. Also to prevent unfair angles towards A Long/Yard. Moved T Spawns back to slow down timings towards B Site. Hoping all the changes improve the flow of the map. Let's see how it goes! Thanks again to @Interfearance and the playtesters at Raidboss.org for all the feedback.
  23. 1 point
    dux

    Call of Duty: Modern Warfare (2019)

    How long until they remaster/remake the first 3 CoD's. And fill it full of microtransactions and loot crates. I mean they gunna one day.
  24. 1 point
    P0TAT0

    Daigo

    Jesus Christ this looks sick man, keep the pace up
  25. 1 point
  26. 1 point
    That50'sGuy

    What's going on with your life?

    So tomorrow is the day I'll hit up as many Tim Horton's places as possible with my resume looking for employment. Wish me luck fellas! I'm REALLY gonna need it as I've been at this Scheiße for 4 months!
  27. 0 points
    Beck

    Rebellion - Multiple roles available!

    I wish. We don't have the rights sadly
  28. 0 points
    @FMPONE Twisting the dagger into Reddit I see Edit: I meant the people who spent every living hour whining about forklift last month
  29. 0 points
    Ivan22848

    [CS:GO] SHIPPED

    Please make a "parkour" version of the map wit no invisible barriers (for example - next to the helicopter)
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