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Puddy

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  1. Like
    Puddy reacted to Vaya in [CS:GO] DE_Breach - Released!   
    thanks for deleting the vent. LU ❤️
  2. Like
    Puddy reacted to blackdog in Counter-Strike: Global Offensive   
    New update is out, the highlights from 3kliksphilip
    Grats to @Puddy and @Yanzl for the update, can see that lot of stuff has been done there!
  3. Like
    Puddy reacted to Radu in Goals for 2019?   
    Since that time of the year is almost upon us yet again, I thought I'd see what I wrote last year. Pretty pleased to see that I actually achieved that and with plenty of time still left on the clock.
    I started work as QA at my local Ubisoft back in December.
    I published Terraza on the workshop in March. It got hit by a wave of downvote bots and ended in obscurity. It was recently featured on Faceit's Season 2 of Wingman and got some more feedback on it. I'm looking to tweak it after the CS:GO contest ends, add support for Deathmatch/Demolition and re-release it maybe. 
    In the meantime, my friend Ville built an online portfolio for me to use. That also took a bit of tweaking, going back and forth, mostly because I'm too much of a perfectionist, but we got something that I'm quite happy with. It's super clean and responsive. 
    In April I started work on a huge FC5 arcade level, Jungle Raid, that I got to finish by the end of July. Afterwards, I spent two-three more weeks going through feedback and one or two additional weeks working on the supporting documentation. This was definitely a huge learning experience for me, but also quite a challenge.
    In September I finally got the chance to apply for a jr ld position at my Ubisoft and after two weeks of interviews and HR talks I got the job!
    However, before all of this, I had spent around a year and a half trying to put together a portfolio (starting autumn 2016 to spring 2018) and failing to the point where I burned out and genuinely quit sometime in April 2018. After that, I spent the next 7 months working as a freelance photographer. This was a long period of introspection and personal growth that led to managing myself better, being more open towards people and asking for help when I needed it.
    Now I'm working on the PvP component of Ghost Recon Breakpoint (which released to stellar reviews!), my map for the CS:GO contest and something else on the side. Yeah, I'm looking forward to 2020!
  4. Like
    Puddy got a reaction from Squad in [CS:GO] DE_Breach - Released!   
    The update is now LIVE! ---> https://steamcommunity.com/sharedfiles/filedetails/?id=1258599704
    Some info about the update is available in a twitter thread here, for those who are curious!

  5. Like
    Puddy got a reaction from esspho in [CS:GO] DE_Breach - Released!   
    The update is now LIVE! ---> https://steamcommunity.com/sharedfiles/filedetails/?id=1258599704
    Some info about the update is available in a twitter thread here, for those who are curious!

  6. Like
    Puddy reacted to Byron in Cobblestone Changes   
    Updated:
    Workshop
     
    Ignore the trash visuals, did a fast compile and didn't focus on making it look visually appealing at all. These are the gameplay changes:
     
    A/CT:
    -          Changed the back of site raised area
    -          Raised the wall on site
    -          Added staircase from CT to A
    -          Lowered CT and added a pit
    -          Added boxes on the site
    -          Moved hut closer to ramp and rotated it 30 degrees
    -          Added separating the ramp and long entrances
    Ramp:
    -          Raised the wall at top of ramp to block visibility
    -          Added door between water and ramp
    -          Added connector between ramp and drop
    -          Added a raised section to the side
    Long:
    -          Brought the wall separating long and outside out a bit to block a long sightline
    Outside:
    -          Blocked off the back area
    -          Removed snipers nest
    -          Added a wall to patio
    Drop:
    -          Drop now comes out around the corner
    -          Added connector between ramp and drop
    -          Blocked off flowerbed with bars
    B:
    -          Slight change to cover on long
    T:
    -          Blocked off upper area
    -          Blocked off snipers nest
    Misc:
    -          Changed sun angle
    -          Added ability to nade from outside to A
    -          Made it easier to nade long from outside
    -          Slightly moved spawns

    The goal of the project is not to make a 100% functioning remake, but to test ways to make cobble great again. Suggest anything you think would be beneficial!
  7. LOL
    Puddy reacted to dux in Fallout 76   
    lol
    https://kotaku.com/bethesda-is-now-selling-100-annual-subscriptions-for-e-1839294277
  8. Like
    Puddy reacted to -HP- in Fallout 76   
  9. Awesome
    Puddy got a reaction from esspho in [CS:GO] DE_Breach - Released!   
    Thanks! I actually missed that the thread had updated (was on vacation at the time)!  Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. 
    WARNING: Designer art below. Everything is heavily WIP. You have been warned!
     
    A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!

     
    A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.

     
    Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.

     
    CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.

     
    + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!
  10. Like
    Puddy got a reaction from Radu in [CS:GO] DE_Breach - Released!   
    Thanks! I actually missed that the thread had updated (was on vacation at the time)!  Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. 
    WARNING: Designer art below. Everything is heavily WIP. You have been warned!
     
    A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!

     
    A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.

     
    Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.

     
    CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.

     
    + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!
  11. Like
    Puddy got a reaction from SirK in [CS:GO] DE_Breach - Released!   
    Thanks! I actually missed that the thread had updated (was on vacation at the time)!  Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. 
    WARNING: Designer art below. Everything is heavily WIP. You have been warned!
     
    A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!

     
    A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.

     
    Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.

     
    CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.

     
    + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!
  12. Like
    Puddy got a reaction from Squad in Call of Duty: Modern Warfare (2019)   
    After seeing the Jack Ryan ads on twitch and other places so many times, the story trailer just feels too familiar and like a re-hash of every "oh noes they have chemical weapons/nukes"-thriller there is. Really wish that it got more of a Sicario or Zero Dark Thirty vibe, just a bit more raw "edge" with less clichées.
    Yeah, I know, I'm being difficult. 
  13. LOL
    Puddy reacted to -HP- in Hitman 2   
  14. Like
    Puddy reacted to leplubodeslapin in DE_CACHE (new version)   
    what
    Guys ok it's nice that you can be so accurate with your feedbacks and I'm pretty sure that they're welcome to improve the visuals of the map and make it more "realistic".
    But please, understand that not everybody is an expert in AC, plumbing and in the history of USSR vehicles from decades ago. It's something that the map creators can take into account and change but it's their map, they don't have to change these things to please a community of people.
    Appreciate the work applied here and do your feedbacks as suggestions of stuff that could be improved, kindly.
    Just my 2 cents :x
  15. Like
    Puddy got a reaction from MadsenFK in [CS:GO] DE_Breach - Released!   
    Thanks! I actually missed that the thread had updated (was on vacation at the time)!  Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. 
    WARNING: Designer art below. Everything is heavily WIP. You have been warned!
     
    A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!

     
    A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.

     
    Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.

     
    CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.

     
    + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!
  16. Like
    Puddy got a reaction from Anduriel in [CS:GO] DE_Breach - Released!   
    Thanks! I actually missed that the thread had updated (was on vacation at the time)!  Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. 
    WARNING: Designer art below. Everything is heavily WIP. You have been warned!
     
    A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!

     
    A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.

     
    Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.

     
    CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.

     
    + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!
  17. LOL
    Puddy got a reaction from Serialmapper in [CS:GO] DE_Breach - Released!   
    Thanks! I actually missed that the thread had updated (was on vacation at the time)!  Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. 
    WARNING: Designer art below. Everything is heavily WIP. You have been warned!
     
    A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!

     
    A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.

     
    Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.

     
    CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.

     
    + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!
  18. Awesome
    Puddy got a reaction from Mr.Yeah! in [CS:GO] DE_Breach - Released!   
    Thanks! I actually missed that the thread had updated (was on vacation at the time)!  Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. 
    WARNING: Designer art below. Everything is heavily WIP. You have been warned!
     
    A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!

     
    A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.

     
    Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.

     
    CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.

     
    + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!
  19. Like
    Puddy got a reaction from Squad in [CS:GO] DE_Breach - Released!   
    Thanks! I actually missed that the thread had updated (was on vacation at the time)!  Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. 
    WARNING: Designer art below. Everything is heavily WIP. You have been warned!
     
    A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!

     
    A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.

     
    Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.

     
    CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.

     
    + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!
  20. Like
    Puddy got a reaction from Radu in Call of Duty: Modern Warfare (2019)   
    It's just one sub-mode in this mode that PS4 gets exclusively. My guess is that most of what you see is what everyone gets.
  21. Like
    Puddy got a reaction from Vaya in [CS:GO] DE_Breach - Released!   
    Thanks! I actually missed that the thread had updated (was on vacation at the time)!  Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. 
    WARNING: Designer art below. Everything is heavily WIP. You have been warned!
     
    A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!

     
    A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.

     
    Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.

     
    CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.

     
    + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!
  22. Awesome
    Puddy got a reaction from El Moroes in [CS:GO] DE_Breach - Released!   
    Thanks! I actually missed that the thread had updated (was on vacation at the time)!  Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. 
    WARNING: Designer art below. Everything is heavily WIP. You have been warned!
     
    A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!

     
    A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.

     
    Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.

     
    CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.

     
    + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!
  23. Like
    Puddy got a reaction from CuervoSp in [CS:GO] DE_Breach - Released!   
    Thanks! I actually missed that the thread had updated (was on vacation at the time)!  Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. 
    WARNING: Designer art below. Everything is heavily WIP. You have been warned!
     
    A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!

     
    A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.

     
    Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.

     
    CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.

     
    + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!
  24. Awesome
    Puddy got a reaction from Interfearance in [CS:GO] DE_Breach - Released!   
    Thanks! I actually missed that the thread had updated (was on vacation at the time)!  Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. 
    WARNING: Designer art below. Everything is heavily WIP. You have been warned!
     
    A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!

     
    A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.

     
    Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.

     
    CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.

     
    + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!
  25. Like
    Puddy got a reaction from Kokopelli in [CS:GO] DE_Breach - Released!   
    Thanks! I actually missed that the thread had updated (was on vacation at the time)!  Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. 
    WARNING: Designer art below. Everything is heavily WIP. You have been warned!
     
    A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!

     
    A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.

     
    Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.

     
    CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.

     
    + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!
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