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Posts
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esspho last won the day on November 10 2021
esspho had the most liked content!
About esspho
- Birthday 06/12/1985
Profile Information
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Real Name
Stefan
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Job
Urban Planner
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Location
Germany
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esspho reacted to a post in a topic: Alpine WIP
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This is a really nice looking blockout. Cool reference, too. I like the mood.
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Alcatraz - quite an adventure. Looks nice! Can you show us the minimap?
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Freaky_Banana reacted to a post in a topic: Crude
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Are there 4 buyzones in this map?
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MrTrane18 reacted to a post in a topic: de_news [WIP]
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rbx775_ reacted to a post in a topic: de_news [WIP]
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Lukyvald reacted to a post in a topic: de_news [WIP]
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This looks nice but I'm a little confused. Does this space exist underneath the city?
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I would go for 2 because of the cleaner and therefore more readable shape.
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To get Feedback, post some more Screenshots and a Radar Image. Also some more Info about your ideas would be nice.
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Looks interesting. I would suggest posting a workshop link, so people can check out your map.
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A post mortem sounds like a real nice idea. but first we need to actually finish the map ? One thing we'd like to do is a video fly through spanning over all the versions from start to finish. As for teamwork: We synch our files with googledrive and use lots of instances within our main map file. This way we can work on different parts of the map at the same time. We communicate mostly through discord where we also keep our references. Our roles are somewhat like this: Waldo is doing art including modelling and texture work while I'm working on general geometry, layout and from time to time radar. But we tend to stray from this formula and switch it up from time to time.
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Since we consider the layout to be more or less final, it's time to step up from the greybox and to get some art done. This includes fleshing out a skybox.
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I'd say you did a good job on the overall atmosphere so far. One thing that I don't like is that clipping brush in mid. It' feels rather unintentional to not be able to boost up there. Better make the base brush higher or remove the clip. Also the big building near CTspawn with all the stairs doesn't feel good. The corridors feel narrow and mazelike. Anyways, keep it up!?
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Our first slot on the mapcore hubs is over and we've got a lot of feedback regarding various areas around the map. Right now, we are working on an update which will be playable on the hubs on march 30. Here are some sliders that show our progress so far. (Please let me know if there is a better way to embed those on the forums). https://imgsli.com/NDU1ODc https://imgsli.com/NDU1ODk https://imgsli.com/NDU1OTA https://imgsli.com/NDU1OTE https://imgsli.com/NDU1OTI https://imgsli.com/NDU1OTM https://imgsli.com/NDU1OTU https://imgsli.com/NDU1OTc https://imgsli.com/NDU2MDA Cheers!
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We released another small update and tweaked some things just in time for our slot on the mapcore faceit hubs. A big thank-you to all the playtesters! The feedback from last week's match made us change the connector in a way that hopefully gives CTs a stronger position against rushing Ts. We added a pillar to the upper canal area for more cover. We also went wild with walltags to help with communication and feedback. Thanks for reading. Have a nice day.
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We' ve updated the workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=2326921664 This time our main focus has been the canal area once again. We've tried to simplify more and improve the overall map flow. Also Ts should have a little more room for setups at the round start. Also B site got some more cover. Playtests showed that Ts used to have a hard time getting onto the spot. Now there is more safe space where they can't be seen directly by CTs watching from the window. The puddle of water below has been enlarged to make for easier dropdowns. The new radar has more contrast and should be easier to read hopefully. Overall the greybox is shaping up nicely and we are thrilled to be featured in the mapcore faceit hubs season 16!