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Everything posted by gav
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Well done man . GL for the final
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Contest Finalists have been declared!
gav replied to FMPONE's topic in Mapcore's CS:GO Mapping Contest 2017
Well done guys -
Cheers @Flower_Shop_Guy thankyou very much . Clipping adjustments are easy with that input . That tree is a concern I thought it was from CS_Militia
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Can anyone who understands Hungarian let me know if this playtest was ok please . Seemed to play out close to how I designed it . https://youtu.be/39ROVaFyyjI
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True . the Entry version was already da bomb .
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It is a really good looking map. Bad luck with all the technical drawbacks
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So hello to all . I didn't get to update my submission by the deadline and am pretty good with that . I do have an updated version that I could post ( mail ) usb to someone but I figure I didn't get to in time so if the gods are kind and i make the cut I could update the bsp after Dec 10.
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Haven't had a run around yet but I like what i can see on the screens
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ALL MAPS FROM THE CONTEST IN ONE PLACE
gav replied to Le1T's topic in Mapcore's CS:GO Mapping Contest 2017
Thanks - -
Obviously its your Grandma. But seriously I see great potential . The stairs to the left in the second screenshot seem to have very large risers.
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My internet drops out quite regularly and if it doesnt drop right out the dips are enough to stop the uplaod
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I really like how you have used the 45 degree areas
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I like it alot. I think CS needs a better range of maps - daylight through to night. Hope you pull it off
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Okay ---- GOOD LUCK To everyone. I can honestly say there are some absolutely awesome looking entries . Having busted a nut to get my map finished by Oct 30 wasn't too many finished I was a little bit sad when the time frame got pushed out . Now looking at some of the work others have submitted I can only say the time extension is ultimately a massive benefit for the community . Thanks to @Andre Valera for his great feedback and analysis and also others who gave me some great feedback as well. I have managed to get a newer layout completed but after 3 days of trying to upload I can only try again and hope it gets there in time, 29th here ATM. The version that is available on the WORKSHOP did get tweaked back earlier in the month with some skybox alterations with emphasis on nades ( smoke ) and some lighting . *T's can throw smokes from spawn to block out crucial mid areas *Ct's can smoke Long A from CT spawn area *Clipped the truck in CT mid to make it easily jumped
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Looks great. great atmosphere
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Fucking going off JD . I am so much in awe of the standard of workmanship.
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With seeing your previous work i guess its going to be amazing . very nice
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Looks nice . a nice variation on theme .
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Looks very clean and I can see you have spent some time in there > NW
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Looks sick guys . Very polished .
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I had a run around - Still D2 - some big enhanced graphics and new stuff and seems like inferno So much detaiL ! . So many antennas. but the readability everywhere is not as big improvement at first glance as I thought it might have been. This may be different when playing comp . When you are T and you go through CT Doors you cant read shadows of anyone playing B ramp which is a game changer. Where is the pizza and Where is Sub Zero ??
