Jump to content

tr0nic

Members
  • Content Count

    202
  • Joined

  • Last visited

  • Days Won

    3

Reputation Activity

  1. Like
    tr0nic reacted to RadimaX in [CS:GO] de_austria (WIP)   
    But i have a small suggestion however in one of the rooms where you got a dangly lamp clip hanging quite far down from the ceiling, yes i know its not the end of the world but just hear me out:

    as a compromise for removing the light you could cut up that cailing like i drew up (badly) in photoshop just to convey my idéa, 3 windows exist above & could be opened up for Flashes etc

    Obviously the hole can be whatever size you make it, i just illustrated a small one to save some time. The insides could be expanded on to allow people jumping around more freely without hitting clips from time to time which results in more than just an illusion of extra space but actually expands it on the inside parts of the level for our enjoyment while still staying lit the same with that cozy and memorable town feeling over the industrial lamp. Considering it is not the HUGEST map i bet you can afford some extra geometry on the inside even if 1 lamp model is still more efficient haha

    If 1 window or more ever open the grenades could start raining down lol...might not be very useful but just a bonus i "threw in here"  Or alternatively just raise that Light up flush with the beam!

  2. Like
    tr0nic reacted to ElectroSheep in [CS:GO] de_highlands (WIP)   
    Hey guys, happy new year
     
    Between 2 diapers, I try to find some time for this map, I'm making good progress I guess ^^
     
    Here is the progress on the T spawn :
     


  3. Like
    tr0nic got a reaction from T-Rexer in [CS:GO] de_Iris   
    Ran through, very cool map! I like the visual theme a lot.  Cool self boost into middle construction/diner, boosts in general actually. Teamplay will shine! Also love how Heaven in Bombsite B strength is kept in check with easy smoke lineups and peeks from T side's windows. 👍👌

    Additional feedback:

    Screenshot1: I brought the big guns and tried to destroy it but the electrical sound could still be heard across all map, it's driving me nuts! 😛 Seems the soundscape was triggered when I jumped into the vents, otherwise it wasn't emitting any noise.




    Screenshot2: Another issue with soundscapes in storage room



    Screenshot3: This illustrate my biggest complaint for Iris. I was expecting to be able to jump on those crates and run across the fences delimiting the bombsite. I know this breaks your bombsite design but Maybe fences aren't the solution? I think this could be executed better, removing the ambiguity of whether you can jump on the fence or not, and in this case, prevent some frustration caused by invisible walls.


    Screenshot4: Can't hide in that corner although we should be able to (visually)

  4. Awesome
    tr0nic got a reaction from Oliver in [CS:GO] de_Iris   
    Ran through, very cool map! I like the visual theme a lot.  Cool self boost into middle construction/diner, boosts in general actually. Teamplay will shine! Also love how Heaven in Bombsite B strength is kept in check with easy smoke lineups and peeks from T side's windows. 👍👌

    Additional feedback:

    Screenshot1: I brought the big guns and tried to destroy it but the electrical sound could still be heard across all map, it's driving me nuts! 😛 Seems the soundscape was triggered when I jumped into the vents, otherwise it wasn't emitting any noise.




    Screenshot2: Another issue with soundscapes in storage room



    Screenshot3: This illustrate my biggest complaint for Iris. I was expecting to be able to jump on those crates and run across the fences delimiting the bombsite. I know this breaks your bombsite design but Maybe fences aren't the solution? I think this could be executed better, removing the ambiguity of whether you can jump on the fence or not, and in this case, prevent some frustration caused by invisible walls.


    Screenshot4: Can't hide in that corner although we should be able to (visually)

  5. Like
    tr0nic got a reaction from That50'sGuy in [CS:GO] de_Iris   
    Ran through, very cool map! I like the visual theme a lot.  Cool self boost into middle construction/diner, boosts in general actually. Teamplay will shine! Also love how Heaven in Bombsite B strength is kept in check with easy smoke lineups and peeks from T side's windows. 👍👌

    Additional feedback:

    Screenshot1: I brought the big guns and tried to destroy it but the electrical sound could still be heard across all map, it's driving me nuts! 😛 Seems the soundscape was triggered when I jumped into the vents, otherwise it wasn't emitting any noise.




    Screenshot2: Another issue with soundscapes in storage room



    Screenshot3: This illustrate my biggest complaint for Iris. I was expecting to be able to jump on those crates and run across the fences delimiting the bombsite. I know this breaks your bombsite design but Maybe fences aren't the solution? I think this could be executed better, removing the ambiguity of whether you can jump on the fence or not, and in this case, prevent some frustration caused by invisible walls.


    Screenshot4: Can't hide in that corner although we should be able to (visually)

  6. Like
    tr0nic reacted to Tisky in New/Old Diablo Game.   
    How have i missed this!? One month ago:
     
     
    God i have a Diablo-boner right now. If it is Diablo 2 HD or a new (unlikely) expansion for D3, i will still be amazingly happy. There is hope!
     
    I know people kick and hate on Diablo 3, heck, i was anti-diablo. My brother got me Diablo 3 back in 2012 when my fiancee broke up with me. I really had nothing better to do than try the game. I kinda got hooked, getting legendaries was fun. Leveling was fun. When paragon came, i was first to reach 100, everyone else had stopped playing long since by then.
    In came Reaper of Souls, all my friends came back. We had a big old-school LAN when it released and man, in hindsight it sure was a great expansion.  But again, my friends stopped playing. One after another stopped logging in. I think by Season 9 i was alone, and i am still alone playing. 
    The point i am trying to make, is that if Diablo 3 had a better end-game , people would have kept playing more. I always dreamt of doing missions and raids in Diablo, sort of like in World of Warcraft. Man wouldn't that have been more fun than those pesky greater rifts? A good second expansion could, in my eyes, actually work. 
    I will keep dreaming on, it is only a month to blizzcon and right now anything new Diablo-wise, will make me happier.
  7. LOL
    tr0nic reacted to Beck in Counter-Strike: Global Offensive   
    We're almost there boys!
     
  8. Like
    tr0nic got a reaction from blackdog in Counter-Strike: Global Offensive   
    Semis were a bit of a letdown... Let's hope Na' Vi vs Astralis goes to 3 maps with a bonus overtime somewhere in there
  9. Like
    tr0nic got a reaction from Rump3L in Counter-Strike: Global Offensive   
    Semis were a bit of a letdown... Let's hope Na' Vi vs Astralis goes to 3 maps with a bonus overtime somewhere in there
  10. LOL
    tr0nic reacted to Quotingmc in WIP in WIP, post your level screenshots!   
    I have been working recently on my entry into the /r/csmapmakers wingman contest based around the Monaco street circuit. Credits to @Terri for the F1 car and @Yanzl for various assets.

  11. Like
    tr0nic reacted to JakoMako51 in The Door Challenge - 2018 - Submission Thread   
    Name: Jacopo Colangelo
    Website: https://jacopocolangelo.artstation.com/
    Story: You are a test subject trapped inside "HexLabs Inc." Testing Facility. To get the last door open you have to solve different puzzles. Will you manage to escape?
    Engine: UE4
    Download Link: https://drive.google.com/file/d/196GZp6NHYD1A9VheNYEDvOlJTtI216t- or https://mega.nz/#!mhpRiLKR!_teTmtvZ16pgxLFlOvCNzMHHNAXz7H52b7-K4Vz7Ey4
    Screenshots:


    Video link: 
     
     
  12. LOL
    tr0nic reacted to FMPONE in The Door Challenge - 2018 - Submission Thread   
    Name: Shawn Snelling
    Story: The year is 2018. Half-Life 3 is released, disguised as yet another entry in a mapping forum contest. Our story begins in a quaint village in the sky, named "Fulcrum Town"...
    Engine: Source SDK
    Download Link: https://drive.google.com/file/d/1E9Pg5JJrb2lKyhSgtDbgaDGoEgJ8eeKm/view?usp=sharing
    Screenshots:

     
     
  13. Like
    tr0nic reacted to Klems in The Door Challenge - 2018 - Submission Thread   
    Name: Clément Baticle
    Website: http://klemss.baticle.com/
    Story: As you wake up one morning from uneasy dreams, you find yourself measuring less than 10 inches. The door handle is out of reach. How will you get out of your room?
    Engine: Source SDK
    Download Link: https://drive.google.com/open?id=1QtcfWlO-Is8Vy03MSt2x0Zfm9y01gGRu
    Screenshots:


    Video link: 
     
  14. Like
    tr0nic reacted to FMPONE in What I'm Working On, 2014-Forever   
    So, the last layout change to DE_SUBZERO: a boost and trick jump into Hut Glass. Hoping to ship it ASAP.

     
    Previously, attacks on B could become stagnant and repetitive, because Terrorists only had one very long route into the B site. This detracted from the map in a few ways:
    Problem 1) Sub-Zero's Hut too closely mirrored Cache's B "Sunroom" (at least on radar), as another non-movement, utility area.
    Problem 2) Terrorists were forced to use smoke grenades on the long angle into the site -- no matter their economy -- because of CT advantage at long-ranges (USP, Awp, etc). If Terrorists threw that smoke, CTs had a clearly telegraphed signal about likely hits to the B site.
    Problem 3) Hut Glass, a unique feature of the map, was underutilized. Instead, most of the action centered around the long angle before Terrorists enter Hut.
    Problem 4) Hut Door was underitilzed, because Hut Window was much closer to the action.
    Problem 5) Players would often bounce nades back at themselves while trying to throw grenades through Hut Glass.
    Now, Terrorist attack options have been further opened up, making their tactics very difficult for CTs to predict:
    Benefit 1) The Terrorist "line of scrimmage" connects to every part of the CT "line of scrimmage", meaning that the entire length of Sub-Zero offers interesting, interconnected, useable space.
    Benefit 2) Terrorists can now attack B at any stage of a round: by breaking Hut Glass early in a round to deny CTs a sound queu later on, by boosting through Glass right away, by sending a lurker to trick-jump into Glass in order to confuse the defense; or by focusing on the traditional long angle or mid rushes with far less pressure.
    The bottom line: CTs can no longer assume that Hut is safe territory, they must account for Hut Glass aggression.
    Benefit 3) Hut will see much more action. Combined with the changes over at the A site, this means Terrorists have 6! different movement options across the map. These movement options contain a great deal of variety: boosting through Hut Glass, battling for control of B main, peeking mid from above or below, dropping down vents into connector or into the A site, pushing A main past the pillars at Radio, or dropping down A pit.
    (To compensate, Sub-Zero also encourages unprecendented CT aggression, thanks to favorable CT timings on B, boosts at A vent and pit, a lot of cover at A long Radio, and a fair gunfight at Mid.)
    Benefit 4) Hut Door will see increased action. Now far easier to reach, Terrorists are encouraged to use Door for info gathering, crossing into site, or simply to dance around in Hut.
    Benefit 5) Throwing grenades into Hut is now simple and meaningfully strategic.
    Conclusion
    With this change, and the changes at A, I'm now satisfied that Sub-Zero is a true "original." Beyond its unique theme and custom assets, beyond the signature Arctic Avenger player models, Sub-Zero features a number of brand new angles and gameplay quirks. From its interesting bombsites, verticality and elevation changes, consequential boosts, 2 one-way committal spots, and multiple trick jumps... there's quite a lot of "new" and "weird" packed into an easy to learn, competitive Counter-Strike package. And, unlike most Counter-Strike maps, mid-control is now an entirely _optional_ part of Terrorist strategy.
    (It's done.)

     
  15. Like
    tr0nic reacted to blackdog in My Friend Pedro   
    I've been following this game since I posted it here, we also have a devblog topic that @DeadToast was updating from time to time.
    I think the E3 debut deserves to be posted in the official topic, you can deffo see the great progress this game has had
     
     
  16. Like
    tr0nic reacted to 'RZL in Gears Tactics   
    I'm happy to announce that I am working on Gears Tactics, which has been teased at E3!
  17. Like
    tr0nic reacted to ItzOmega in The random model thread!   
    Sooo I have made the CS:GO bomb in honor to this amazing game! It took me one day to do everything. Hope you like it.
    You can find more photos on my Artstation: https://www.artstation.com/artwork/RxZAD
     
     


  18. Like
    tr0nic reacted to ItzOmega in The random model thread!   
    https://www.artstation.com/artwork/Z41LZ
     
     

  19. Like
    tr0nic reacted to SlothSquadron in Classic Offensive   
    I thought I'd update this thread with some more of our recent work.  We've recently shown off progress on our versions of Inferno and Poolday in our weekly devlogs I post on our Twitter.  
    fy_poolday_csco Preview (created by Quoting)
    de_inferno_csco Preview (created by poLemin)
    de_nuke_csco (created by Quoting)
  20. Like
    tr0nic reacted to catfood in [CSGO] de_ruby   
    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  
     

  21. Like
    tr0nic reacted to Andre Valera in WIP in WIP, post your level screenshots!   
    There's plenty of work to be done but here's an update to Kaizen!
     
  22. Like
    tr0nic reacted to Ðꧧï©å‡êÐ ©ø®þ§ê in WIP in WIP, post your level screenshots!   
    Hi I'm a level creator for Quake 3, I'm currently finishing off a project I started in 2010 but stopped in 2011. The level has been through several renditions and as you can see in the picture the methods I used to make the level are pretty sloppy as I literally just picked this up from 2011 where I left it.
     
    Anyone want in-game pictures?

  23. Like
    tr0nic reacted to Pivac in Counter-Strike: Global Offensive   
    All the finals in CS:GO have been insane lately. Almost like its scripted, unbelievable stuff.
    Senor VAC PogChamp
  24. Like
    tr0nic reacted to blackdog in Counter-Strike: Global Offensive   
    Spoiler alert: Fnatic are IEM Katowice 2018 winners!
    Such a great 5th map.
    Seven hours of gaming.
    My money was on Faze but I was really hoping for Fnatic to snatch it. Faze really seem to keep choking one tournament after the other...
  25. Like
    tr0nic reacted to FMPONE in GRAND PRIZE WINNERS Declared!   
    At Mapcore, we believe in empowering the mapping community.
    We hold contests in order to reward and encourage mappers on their journey to success, and because we love maps. With an amazing partner in FACEIT, we expected unprecedented participation and enthusiasm from CS:GO mappers, and you all certainly delivered! We want to thank EVERYONE who participated for creating such wonderful levels, especially our Top 10 Finishers!
     
    It is now our privilege and honor to declare 4 Grand Finalist Maps.
     
    4th Place
    Kaizen
    by Andre Valera, & Jakuza

    Prizes:
    Mapcore Spotlight
    Eternal Bragging Rights
    Added to Mapcore's FACEIT Hub
    Special Valve Prize
    $500!
     
    Steam Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1216362919
     
    3rd Place
    Studio
    by ZelZStorm, TanookiSuit3, & Hollandje

    Prizes:
    Mapcore Spotlight
    Eternal Bragging Rights
    Added to Mapcore's FACEIT Hub
    Special Valve Prize
    $1,500!
     
    Steam Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1204635926
     
    2nd Place
    Abbey
    by Lizard, & thewhaleman

    Prizes:
    Mapcore Spotlight
    Eternal Bragging Rights
    Added to Mapcore's FACEIT Hub
    Special Valve Prize
    $3,000!
     
    Steam Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1215935299
     
    GRAND PRIZE WINNER
    Biome
    by jd40

    Prizes:
    Mapcore Spotlight
    Eternal Bragging Rights
    Added to Mapcore's FACEIT Hub
    Special Valve Prize
    $5,000!
     
    Steam Workshop:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1224923995
     
     
     
    ~~~Thanks to: our lovely guest judges, FACEIT for their incredible teamwork, and Valve for contributing to our prize pool.
     
    Last but not least, THANK YOU for making this another special 'Core event!
     
     
    "May Hurg guide you..."
     

×
×
  • Create New...