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catfood last won the day on August 5 2020
catfood had the most liked content!
About catfood
- Birthday 12/05/1986
Online IDs
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Steam
http://steamcommunity.com/profiles/76561197963015986/
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Twitter URL
https://twitter.com/catfood_maps
Profile Information
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Employer
Nixxes
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Location
the Netherlands
Profile Fields
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Website
https://www.twitch.tv/catfoood
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@lamarrite So? this was a internal playtest. read the description of the video. "No workshop link to speak of, since catfood has not made the map release public!"
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Hello Mapcore, This is the map Almaas, Thomas and I are working on for the Big adventure mapping contest. The map is based on a island with a former prison that is now being used to store military equipment. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3256988376
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razorblade421 started following catfood
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catfood reacted to a post in a topic: [CSGO] Engage
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catfood reacted to a post in a topic: [CSGO] Engage
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catfood reacted to a post in a topic: [CSGO] Engage
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catfood reacted to a post in a topic: [CSGO] Engage
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catfood reacted to a post in a topic: [CSGO] Engage
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catfood reacted to a post in a topic: [CSGO] Engage
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catfood reacted to a post in a topic: [CSGO] Engage
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catfood reacted to a post in a topic: [CSGO] Engage
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Thanks dude! I spend a lot of time getting the structure in place and making it look believable which was kind of a challenge due to its size. @JorisCeoen@Lizard@Wintrius About that the level is bright is entirely on purpose since adding contrast areas in the background of multiplayer levels especially for CS:GO can create issues with readability. Also car factories aswell as other modern factories are well lit. I turned off the lights of some areas to create a different vibe throughout the level but mainly it had to be well lit for those reasons. @fewseb I tried to keep the "3Dskybox" as simple as possible since most players wont notice flat grass in the background but do care for better FPS
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catfood reacted to a post in a topic: [CSGO] Engage
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Hello all! This post is a little late on Mapcore because I have been moving and working on other projects also but I still wanted to share the release of Engage with the Mapcorians for who missed the release on the workshop. Two years ago BubkeZ and RZL came to me and asked if I wanted to work with them on a layout BubkeZ created in 2010 for CS 1.6 called de_engage and obviously I said yes. The three of us then started to look at this old layout and discussed what needed to change to make it viable for CS:GO and improve on the original design. RZL then made the first blockout with all the changes we discussed and handed the greybox level to me and I took it from there. The result: ENGAGE WORKSHOP PAGE
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great stuff man! btw those water shaders look awesome
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Good job! I like this shot, the organic environment and the structure work really well together.
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Here we go again, map size is fine and so is the rotation time. The map has been thoroughly tested from beginning to end of development and if the rotation was really too long the bomb wouldn't be defused this many times. Also keep in mind that when the ts are committing to a bombsite they can be seen from quite a distance so the moment cts on site die and call the bombplant terrorists are still on the move for few seconds before actually planting. If you want watch a game on ruby and see how both teams move and communicate this tells much more then just comparing timings and this one time that you played on the map. This is a viewers game TrilluXe hosted that is fun to watch: LINK Game starts around 03:08:35 Thank you for the kind words and could you maybe point out this wall(s) where you can't slide along?
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@FMPONEThanks! and the sparkling effect is not a sprite but are small func_dustmotes with a short life time well deserved enjoy looking at your cake piece! Thanks Exodus! and nice to hear you like the soundscapes but that's the work of Hunsrus: https://steamcommunity.com/id/Hunsrus He joined me on trip to Lisbon and was the audio guy for this level as well as my previous levels
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Hello! Some of you already know but after ~1.5 years in development lots of playtesting and iterations I finally released Ruby on the workshop! The trip to Lisbon I took at the beginning of development to shoot reference and record audio resulted in the map having: ~100 custom models ~60 custom materials ~100 custom sounds All based on the Portuguese city. The size and timings of the map are comparable to maps currently in active duty and the layout with clear land marks and a few unique areas should be easy to learn for every player of every skill level. There's also a small MapCore easteregg and the first person to find it gets a picture of a piece of cake! Once again I want to thank everyone here at MapCore who participated in playtesting or gave feedback during the development. And please let me know what you guys think of the end result! WORKSHOP LINK
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Hey it's coming along nicely especially for a first map. Only concern I have right now are the dark spots/shadows in almost every room/area. Maybe try lighten up these areas to make the level more readable and also prettier to look at.
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Looks like a video for a new Tool song
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Contest Finalists have been declared!
catfood replied to FMPONE's topic in Mapcore's CS:GO Mapping Contest 2017
Congratz to all finalist! I'm guessing this will be a photo finish btw I haven't read all the comments so I'm probably not the first to say this but those screenshots of Tangerine look photo realistic well done! -
Looks great man congratz! kinda reminds me of Deadspace3 wich is nice also good job on the ice blocks in the first two screenshots and I love this spot in particular: btw have you tried making it a darker / night skybox? could bring out the aurora more