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Everything posted by ics

  1. ics

    Terror [TF2]

    Launched an update, actually 2. Been busy for the few days.
  2. ics

    Terror [TF2]

    I didnt plan to do another map for this year, but then I had this idea and just wanted to do it. To my knowledge, no one has yet done a map with changing payload track so far, so i did that. Still many things to do for the next few days, so WIP but its out there. Take a look and please vote at the Steam Workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=2237031915
  3. ics

    Erebus [TF2]

    Recently I spend a year to create a map Ambush. I figured why stop there. So I spent additional 2,5 months doing Erebus, a haunted version of Ambush for Halloween 2020. Now at Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2140326607
  4. Pre-orders werent that great in numbers, 2 years later its different story.
  5. They've been there for over 2 years now. CEO and some other guy sold a lot of stocks before Control sales were announced that was kind of big deal around here. Using sort of private information to make money out of it. Looking back, i guess going as publicly traded company was good for the company. They seem to be doing pretty well.
  6. You can by Remedy stocks these days. This actually means that they have to stick it to the shareholders for every 3 month period. It also in part means that they havent got the freedom they did before, but also have a solid money flow and less risk involved on what they decide to do. Like chinese film industry, games industry is growing fast there too and Remedy has a foot at the door.
  7. ics

    Ambush [TF2]

    Thanks, i've been sick for the past week so it took me time to get back here and reply. There's actually 1451 displacements total, the most i've ever construsted in any of my maps and i'm already close at some limits (brushes 91.1%, waterindices 96.6%). Luckily i'm done soon. I hope. Players dont seem to like snow that much. They have this sort of weird belief that every snow map is bad because you cant see players in it properly contrast wise against walls and such. They also believe snow textures alone cause frame drops. I've done couple of snow maps and one partly in snow. Maybe i'll do "nightmare at christmas" sort of themed map for later this year. I've already contributed 3 official halloween maps to Team Fortress 2 so perhaps that would be a scary theme for a halloween map.
  8. ics

    Ambush [TF2]

    This has been over a year long project for me to build this on and off on my free time. Welcome to 3-stage map cp_ambush. Each stage has 2 CP's that you need to capture in order to advance. After capturing all 6, you win the game. As RED, naturally you have to stop BLU from capturing! Still wip, but good enough to test on. Check it out at TF2 workshop on Steam. https://steamcommunity.com/sharedfiles/filedetails/?id=2007331583 Thanks.
  9. Kingpin was the first game that didnt offer just the two basic multiplayer gamemodes back then - DeathMatch and Capture The Flag. Instead, it also offered Bagman mode. If you dont know what this is, basically you collect weapons around the map to fight with like in deathmatch, but you also collect money from the middle of the map. Both teams have their own bases with a safe. For example in one of the maps, there's a pipe that spits money out time to time. I think it was 5$ each pile. Then you collect the money from the ground, go to your base and gotta open a safe to deposit the money into. The safe operates on a separate switch, so you gotta go to the switch and then to the safe to deposit. You also might want to close your safe from the same switch, because you know, you can also do this to the enemy - go to their base, use the switch and steal money from their safe. If you dont close the safe, it gets easier to steal the money. Alarm also went off if someone did a steal. I think the max mount was 150$ or 200$ that one person can carry, so you couldnt take them all, unless you did a raid with your friends. Also if you kill the money carrier, you can take their bag and return the money to your safe. So the team who had like 500-800$ first, won the game. I played this gamemode a lot. Especially with todays capability of voice chats and such, it works even more better. You can tell someone to open that safe, instead of typing it down to chat fast. More of teamwork and more fun. This game was also the first one of the multiplayer games i played on PC, and it infact got me started on running game servers, which eventually led me into level design.
  10. They'll propably look out for private beta testers for the SDK, some point after the release should they plan to release it. I did a short period of testing on CSGO hammer in advance and still have the ' Counter-Strike: Global Offensive Beta - SDK' as Retail on my account.
  11. ics

    Midnight [TF2]

    Been making Halloween maps for past few years. So here's another one made with a friend and whats not a date like friday 13th to release for? Please vote on workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=1861668959 5 Control Points, showcased as Gallows each with their own name. Capturing one will free up a previously hanged soul. Capturing all five will magically move you and the opposing team to underworld, where you can also visit through well portals when clock hits midnight. At the end of the underworld, you must fight to survive. Against the other team, or against a common foe, untill gates open and you can escape... Here's some nice shots (more at workshop) and a preview video too. Thanks.
  12. ics

    [TF2] Gravestone

    Thank you all for the nice likes and words from FMPONE! I was pretty great to be able do this 3 consecutive years in a row, when Valve added maps to the game from the community. This year I had some help with some models, animations and particle effects as well as some custom decals so shout out to the others involved in the map too! Couldnt have done this without them. Riley "Sheltr" Aanestad (models, animations) Michał "AsG_Alligator" Byczko (models) Zach "Exactol" Matuson (particle effects) Liam “Diva Dan” Moffitt (custom decals) Thanks!
  13. ics

    [TF2] Gravestone

    Got this map selected for Team Fortress 2 Halloween Scream Fortress X update! Its now part of the game itself, just like the other 2 maps i did in previous years!
  14. ics

    [TF2] Stranded (Payload)

    Steam TF2 workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1481954279 RED base was stranded, but re-activated on top of the mountain. Push the payload cart and destroy their rocket silo before they launch the rocket! Stranded is a payload map, a result of nearly 8 months of hard work on my own pace. From Finland with love for the players of TF2. The work continues and map fine tuning has just started. Please take a look and report any bugs you find. Thanks! Map by ICS, www.ics-base.net Live server to play on: (Finland)
  15. ics

    [TF2] Gravestone

    This is another Halloween map that i have been working on for this year. Goal for BLU team is to sink a custom payload cart, that carries a big bottle of booze and a chemistry set into the enemys ghastly cauldron, causing an explosion. RED team should preent that from happening. But there is a catch - round doesnt end to either teams victory no matter how hard they try but they always end up the underworld. There, they have to have a bumper car race to their death or teans victory. Couldn't have done this without some help, and the people i worked with were awesome in helping me for making models and effects. Here's few screenshots belowand as always, it's in the Steam Workshop here! I usually don't say this but competition is hard, so vote it out at the workshop, either way is fine, like it or not. Thanks.
  16. ics

    [TF2] Dark Roads

    Dark Roads is one of the two halloween maps i've been creating for Team Fortress 2. Original map saw the light of the day 2011 and i helped creator of it to optimize and finish it up at that time. So with the permission of the original creator, i made out a halloween map out of it just because map still feels like it needs more attention. With the help of few others that contributed models and particle effects, this felt right thing to do. I've been working on this on and off for months now and right now i'm happy enough to say it's close to being finished. Map is available at the Steam Workshop of TF2 maps. Here are some screenshots from the latest version. Thanks.
  17. Keep working with tides, looks good so far. I'm not sure yet, It's a WIP and from angle that you rarely see from such high above.
  18. For the past 2 years, ive been making maps, especially halloween maps for Team Fortress 2. Both last year and previous before that, Valve included those halloween maps into the game as official levels. They can't count to 3 but i decided to do something for the players anyway. Soon.
  19. Particles are really cool thing. Here's one feature our team has been literally cooking up for the next TF2 halloween event.
  20. Decided to do a future projects page to keep track of my progress. Hopefully, i will be able to complete majority of these this year and without sliding up on the schedule.


  21. I think there is a translation error in relation to that chinese text. It may aswell be panorama mode from source 2 and not developing csgo for source2. It may be just the hud element, don't get too excited yet even though it is said that source2 is propably arriving in long term for every valve game.
  22. Valve usually is interested on "how good it runs" instead of "how it can run the best". This is not the first map that has framerate issues on newer machines, but it isn't as bad as overpass was when it arrived. Overpass also consumed 10% more cpu on servers whenever it was on compared to the other maps. Placing hint/skips has become tiresome, if the frames run acceptable levels to them, they do not use them much.
  23. Could also be some light entity inside basic brush. Compile log over pastebin or something would be very helpfull.
  24. On those videos posted, it looks to me as if some of the people have dropped their console (which is not a suprise since you can basically hold it at your hands if you like) and then made the video on "how it's broken". I haven't had single issues with it yet, except occasionally lagging on zelda at times. Such as frame drops and a couple of screen freezes for up to 5-6 seconds when fighting against enemies and moving the camera. But the game itself is awesome. You would expect that if you climb up on a mountain, there's nothing there except rocks but they have really put time and effort into the game. I'm loving some of the level design i've seen in it, some of it is just a masterpiece work.
  25. This is like Donkey Kong Country at it's time of hte release. Many magazines gave it a total 100/100 and later found out that they had just maxed out their score scale and future games were harder to rate. Luckily these days score is not an absolute truth and it's 5/5 or stars or whatnot and not so high numbers anymore. Gives more leeway.
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