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UNREA1 last won the day on February 7

UNREA1 had the most liked content!

About UNREA1

  • Rank
    I don't even know
  • Birthday 03/13/1993

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  • Real Name
    Ricardo Sousa
  • Employer
    PUBG Corporation
  • Job
    Level Designer
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  1. Every now and then yeah. Right now it's pretty unrecognizable from this version, I ended up scrapping a lot of the layout and starting fresh after the playtests we held. I wanted to move helipad closer to the middle area of the map, but that basicly implied destroying a big chunk of the map. But it was required to make sure helipad isn't completely cornered and T sided. I wanted CTs to be able to aproach the escape zone from more than 2 different angles, and with the previous version I was struggling to force that change. Progress definetely slowed down after I started focusing on actual wo
  2. Hey. Me and @birjolaxew have been working on a project for an e-sports organization called Offset and have just released it to the public. Map is called OFFSET_Challenge, and it's one of those course maps where you run and kill AFK bots and try to get the best time possible and flex on your friends. https://steamcommunity.com/sharedfiles/filedetails/?id=1909226147 It's been great working on this, and it gave me an excuse to try things I usually don't have a good enough excuse to work on, like the lobby materialize effect we did: Thanks for ch
  3. Hello again. Thought it would be a good idea to report that the playtest happened on friday 13th. It went pretty well I would say, a lot of people joined to play/watch the 8v8 Assassination match. Teams weren't exactly balanced from the start but it became very clear we still have a few balancing problems we need to tackle and some layout issues to solve. We have collected a lot of valuable feedback, mostly related to the level and some related to the gamemode. We have compiled a MASSIVE list of changes that we'll be including in the next update, and we hope to submit it for another playtes
  4. Aight, life took an unexpected turn again but I'm back at it. Here's the workshop link for the map: https://steamcommunity.com/sharedfiles/filedetails/?id=1856409981 In the meantime I've made some significant changes that we thought were needed but I'm pretty confortable with where the layout is atm, so I just put it on the Workshop. We're looking to arrange a community playtest next weekend (probably saturday), if you'd like to join HMU. I've also started investing more time into the art department but that is going stay hidden for a little longer.
  5. Hey that looks pretty sweet tbh, think we wouldn't mind using it at all! Thanks @ZooL.
  6. Not sure if I understand exactly what you mean, because if anything I think the VIP might be the person who gets to spectate less in a round in most situations. You see, if the VIP gets downed (loses all his 150HP) other CTs will have 30 sec to pick him up or VIP will bleed out and the round will end. Whereas another random CT when he dies he'll have to spectate however long the round lasts because him dieing doesn't change anything. Apreciate your comments @blackdog, thanks! Yes, the VIP is selected at random at the begining of each round. We also included a little ex
  7. I have considered this yes, it was my first thought having the VIP laying on the ground when he's "killed", and team mates could help him get up again. But that felt very imbalanced (atleast in my opinion) because it kind of makes CTs have one more man over the Ts. You could literally send the VIP front line just to get info even if he dies, you get the trade and pick the VIP back up. I feel this solution made more sense, and since its already part of CS (kinda with the hostage mechanic) it could be more intuitive. And it doesn't mess with player numbers, VIP dies, now CTs have minus one playe
  8. They're effectively "dead". Spectating the game as a dead player.
  9. Aight guys, so as promissed here's the feature we had been working on until recently. With that the gamemode logic is pretty much done and bug free for the most part. We had about 50 bugs and ways to break the game but I believe we did a good job at catching all of them. So, basicly I thought since we're making this gamemode our own thing, why not try and improve on the concept. I always thought the main issue of VIP mode was team play. You need an extremely communicative team to really have a chance and enjoy the gamemode. I initially thought about giving VIP sort of 2 lives, w
  10. This is pretty insane imo. I spent an unhealthy amount of time playing Dota 2 and CS:GO, now you're telling me I can play both at the same time. Aight xD Good luck with this project!
  11. Update time! Sorry for taking so long. Last 2 weeks I've been mostly taking care of programing, especially focused on fixing bugs related to the new feature we're bringing to this mode (which by the way has been fully implemented), testing went smoothly and players seemed to really like it which is great! I'll probably be revealing what it is someday this week. Also managed to get some more players feedback on the map, so I've tweaked a few things, but I feel good about where the layout is at. It wasn't until 2 days ago that I finally decided it was time to work on the level itself.
  12. Only the VIP sees it, as he becomes invulnerable to damage and attached to the chopper.
  13. This video from the 90s showcases some of the features. Lower your headphones sound because this shit might damage your ears. Sorry for the pixels! We're currently working on a gameplay feature that didn't exist in the original game mode, but that we believe might change the game for the better, pretty exciting one!
  14. Yep, it's what I'm trying to achieve. Initially I wanted to place as little cover as possible on the pad itself, and what ended up happening was the VIP would get slammed as he was entering the helicopter (that was mostly where rounds were ending) as he had no cover either. The most recent version (not in the screenshots) does a much better job at it, and I'm looking forward to test it next friday possibly to see how it plays. I thought about lowering the pad about 64 units, but I'm trying to stay away from that option if I can as I like how the different heights come into play. You wo
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