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catfood

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Everything posted by catfood

  1. I really dig the soft colors, lighting and sand/dune combo in this screenshot btw if you need any dune, beach or sea photos for textures or reference let me know I live 10m~ from the beach/dunes so it wouldn't be a big problem for me to go there and make some photos
  2. catfood

    Goals for 2017?

    - More cooking - More travelling - Be a more active member on mapcore - Waiting for Sprony to make a map
  3. @kinggambit Glad you like the map! and if you want to go B long from mid you could climp up two crates next to the ramp so you wont have to run all the way to t-spawn and back to get to B long from mid. And yes I try to get all the models in as blockmeshes asap this way I know how much textures and meshes there need to be created and it also gives a good sense of scale and detail density early on
  4. @gleddez @Roald Yes the map is based in Lisbon (not San Francisco!) and that's right de_shipped got released not that long ago but while I was working on shipped I was planning and preparing this map in the background so I could have a quick start on it. @KODIAK Thanks! it would be awesome and interesting to see you guys having a go on the new layout. And the purpose of the block is cover for the CT that's defending bombsite B on the Mid to B connector but I've heard more players complaining/asking questions about it so I could maybe try removing the block or tweak the cover a bit to see what happends
  5. Hello! first I want to wish you all a Merry Christmas and I also want to share with you the progress I've been making on the map the past couple of weeks. Most of the time I worked on the cosmetic part of the map but I've also been busy fixing minor layout issues that were found during playtests. Here's the result in screenshot form: Bomb site A Terrorist spawn Counter-Terrorist spawn Connector Mid Bomb site B I hope you guys like the theme and direction the map is heading Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=824953314&searchtext= Ps. the map location is not San Francisco but Lisbon!
  6. my top 3 of this year
  7. Wallworm is fucking awesome thank you so much
  8. @leplubodeslapin
  9. from what i can see from the screenshots i think the map looks solid with interesting angles. one thing what the map could maybe use is a landmark or something that makes the map visually more unique like the empire building does in de_empire or the chinatown area in de_chinatown.looking forward to its progression
  10. sculpt in progress:
  11. Awesome! that's one tight looking map you got there the indoor lighting looks slick and the yellow pipes work really well. there are only two things were I would like to nitpick on the first one is the outdoor brightness, maybe tone it down a bit atm it looks as if there is something nuclear going on in the city. it also makes some textures washed out like the floor bricks next to the orange markings in the second last screenshot. and two are the hard edges in the walkway next to the rails (pink line) these would make it hard for the trains to travel along to and It also breaks the flow of the rounded lines you have throughout the tunnel (rail track, cables). Apart from that I think it's a very good looking, clean and vibrant map
  12. This could occur when you deleted a brush or entity and then used undo (ctrl+z). should be fixed after restarting hammer
  13. Saw we both made a request for a public mapcore playtest this thursday, It's gonna be fun to crucify each others creation I agree mid looks pretty long on the overview but I don't think it feels that way ingame due to the height differences and smoke/boost options but please let me know what you think after the playtest I'm not sure I see what you mean with where CTs have to move backwards to get forward, you mean the part when CT go mid through A site? Thanks for your feedback on the bombsites. I noticed during playtests that both sites were played pretty much equally and while B was rushed almost every time A site got a more conservative approach, for instance the little alley next to the T entrance was used a lot to get a better view of what was going on onto the site before moving in. I get your point concerning hiding spots and cover on sites. Although everyone that attended to a playtest found nice spots to plant or defend sites, cover is still something I'm working on to get right and will probably change quite a bit over time.
  14. I know RZL had a similar problem and he fixed it by copying the whole map into a new scene
  15. [RELEASED] NEW POST WORKSHOP LINK [OLD POST] Hello Mapcore folk, First I want to say that everything about the layout is still quite rough, work in progress and open for suggestion. The reason I'm releasing this heavy wip concept is so that I can hopefully catch a glimps of other players and mappers thoughts on the layout early on. The current overview of the layout: Bombsite A: Mid CT side: Mid T side: B site: Although this build felt pretty stable after quite a few playtests I would still like more playtesting hours / feedback before making any drastic decisions on where to take the layout next. Here's the workshop link might you want to check it out ingame : LINK So if you already have some thoughts, angry feelings or whatever that come up when looking/playing the map Please don't hold back and just let it all out. Because the sooner this little unarmed infant baby map learns it's flaws the better right? no mercy. Thanks in advance!
  16. I remember playtesting de_agency waaayy back and thought it played pretty well at the time. really curious wich direction you went with the map and and how these changes will impact gameplay i hope i can find some spare time this weekend to wander around the new layout
  17. welcome back!
  18. love the the kind words guys thanks And thanks for the extensive feedback will make sure those issues will be fixed in the next build and @Squad that spot is intentional About the clip brushes on the sides of the ship I'm not sure what to do with them. Im afraid players will troll by constantly jumping of the ship but maybe ill need to have more confidence in csgo players
  19. Shit dude whats wrong with you making these awesome "half" maps and then abandon it and move on to the next awesome "half" map and repeat.. Your composition and setdressings are sweet you should definitely do more with this...
  20. Sucks to hear this also happend to Austria I know the comments or votes have very little to do with the chances of getting into a operation but all the attention a map gets and response from the community when releasing it on the workshop is(was) awesome. I love reading comments of players that tried the map and now want to share their experience with me and the rest of the community. I read them all This is also the reason why I delete spam/ads people are posting on my workshop pages. This probably results in downvotes from those spammers but I dont really care about that I want a clean workshop page so players can express how they feel about the map. I'm glad that at least this JeffCSGO betting dude and his buddy have been banned from the workshop community. one step closer to a clean workshop again
  21. congratz on the release! really dig the theme and ambience/vibe of the map. downvoted!
  22. 50min later and now it's at 113 downvotes... wth
  23. I know a few of you are releasing a map this week so I want to give you guys a headsup that i'm pretty sure someone is downvoting maps so he can get his maps on top of the workshop spotlight. I released shipped yesterday and had two downvotes until two hours ago then all of a sudden the map has 40 downvotes and now JeffCSBETS.NET has his 6 maps aim maps full with CSbetting advertisment and all with a 4 star rating and no comments on top of the workshop page. he released the maps today. I know I cant know for sure its his doing but this feels real shady. Pls don't get me wrong I can handle downvotes Im also pretty sure i can sleep tonite but this is getting out of hand and I just wanted to spread the word.
  24. It's a nice approach but it wouldn`t make much sense having pirates in a area like that But thanks for your feedback its one of the reasons i'm posting the map here! I'm still working on the map so crits are welcome. Also keep in mind that the ocean is just the background (skybox) of the map. if i would add more details or shaders to the sea it would lower fps drastically and since the ocean will always be rendered while playing i'm trying to keep it as "cheap" as possible.
  25. A bomb-defuse map (obviously) set on a cargo ship. This time the pirates aren't planning on taking any hostages they just want to sink the damn vessel. Here's a link to workshop page in case you want to download or support the map: WORKSHOP LINK
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