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About Setin
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Rank
Regular
Online IDs
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Steam
https://steamcommunity.com/id/Setin/
Profile Information
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Real Name
Austin House
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Employer
Bethesda
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Job
Designer
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Location
Dallas, Tx
Profile Fields
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Website
https://www.austinthouse.com/
Recent Profile Visitors
2,632 profile views
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CuervoSp reacted to a post in a topic: [CSGO] aim_temple
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============== Update 12/3/18 ============== - Removed cover from a couple of the inner corners - Rotated the tree near T spawn to move a branch out of the way - Removed a bush that made it hard to see CTs - Adjusted lighting - Fixed the custom cfg (should now have armor, rounds should work properly, warmup should end immediately) - Added more detail to the interior room - Fixed the rain
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SirK reacted to a post in a topic: [CSGO] aim_temple
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I was thinking that too about the interior. The other side of the room looks fine imo but this part is too blocky. Need to break it up with something.
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RA7 reacted to a post in a topic: [CSGO] aim_temple
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Setin changed their profile photo
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Hey all! Been awhile since I've been active here. Wanted to show off this quick 2v2 map I made. ~20-24 hrs work. Any critiques or suggestions welcome! Basically wanted to design a cool 2v2 map where you could use more game sense and isn't just straight up, bland aim practice. https://steamcommunity.com/sharedfiles/filedetails/?id=1577380857
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Setin reacted to an article: Viability of Hostage Rescue Scenario in CS:GO
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Setin reacted to a post in a topic: The random model thread!
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Setin reacted to an article: Reddit + Mapcore CS:GO Mapping Contest!
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Setin reacted to a post in a topic: WIP in WIP, post your level screenshots!
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Setin reacted to a post in a topic: ITT: Post maps/scenes that never saw the light of the day.
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AlexM reacted to a post in a topic: MapCore Job Census
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Setin reacted to a post in a topic: WIP in WIP, post your level screenshots!
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Setin reacted to a post in a topic: close this topic plz
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Setin reacted to a post in a topic: WIP in WIP, post your level screenshots!
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Setin reacted to a post in a topic: MapCore Job Census
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Setin started following Doom (4), MapCore Job Census and [Insurgency] Oasis
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Just released it today. Have a couple of minor issues, still want to do some more work on detail and balance. Hopefully after it is played now I can get some more feedback. Currently it supports Push, Firefight, Skirmish, and Occupy. I mainly designed it for Push but the other game modes work well on it too.
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More images! Mostly working on detailing and optimization now. As always, any feedback is appreciated.
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No more dev textures! Working on detail and balance still. Haven't received any feedback yet =(. Trying to get a dedicated server up and going but having some difficulties.
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Been working a lot on this. Got it ready for testing now, just published it on the workshop. Any feedback is appreciated! http://steamcommunity.com/sharedfiles/filedetails/?id=310864619
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Been awhile since I updated this. Been kinda busy but have nearly finished the whole blockout, should be ready for playtesting soon.
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I haven't thought of that. Do you mean that they need more flat land to grow and can't grow on a hillside? It fits the civ vehicles pretty cozy. I could open it up more, but I would imagine it wasn't made for those giant Humvees =P
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Been working hard to finish the full blockout. Not used to making maps this large =P. Anyways, currently capture point A and B are blocked out, as well as the Sec spawn area and most of the inner map area. Cap A is a 2 story shop and Cap B is a car shop (can only capture on 2nd floor).
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I opened up the river side area more because I felt it was too enclosed off and didn't feel like the flanking path it should be. I also finished making the border next to the street. Currently, it feels like the Capture point and most of the fighting occur to close to the spawn zones, so I will probably make the area larger.
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Well I'm jumping into this competition pretty late, but better late than never right? Town set on a small river/oasis. First day of work: Currently just have point A working (going for push map) and have spawns for Sec/Ins. Point A is the center building with the light gray roof in last pic. Second to last pic is the interior.
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I wasn't timing them but they felt around .5 - 1.5, seconds long. There were a lot of different types.
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I was there. The whole audience laughed when he said he was turning off the stream. We watched what felt like 20 minutes of demo playthrough. It really looked like they were trying to bring back the more frantic combat from the original Doom. He was running around a lot and constantly using melee finishers. There were some moments where they were trying to bring in a more survival horror feel as well which I think is good, a balance of both would work best imo. Btw, the demons getting ripped in half or getting their skulls crushed was just as awesome as it sounds. Also, chainsaw <3. Also ap
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Does the map need to be compatible with all game modes like most of the default ones are?