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Everything posted by El_Exodus
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Had a quick walk around it. Some pathes should be a bit wider imo. Right now everything besides sites and spawns feels a bit cramped. It also felt like it could be a bit close range heavy. But i'm not 100% sure about that. Might be due to the narrow pathing. Bomb sites itself don't look too interesting yet imo. Hard to say without actually playing it though, still felt like it. To create a bit more contrast between the sites, one of them might benefit from a bit of 'spiciness'. The map definitely looks fresh, you should playtest it soon!
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@blackdog Usually it takes quite a while for me to load the map as well. No idea why that's a thing though. If the server seems to be full, try to connect using the console via "connect ip:ip:ip:ip:port" That lets you connect even if there's no more player space available. Spectator slots work fine though. And if somebody leaves the server, grab that spot and you are good to go.
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Uninstalling Mapcore now..
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He's a judge. Ain't gonna happen.
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I like that one a lot A little Photoshop magic and a more widescreen format would make it even better.
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It's not allowed to die!
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Next level asset release! Great stuff, Yanzl!
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eff emm pony
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please highlands, no deaded pls be like jesus and come back to life!
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Some good overview shots of the villages. Some more panoramic and some more zoomed in shots could look good as well. Try to keep the horizon horizontal though. Edit: One of the pictures i took yesterday in the mountains:
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Please stick to english. It's an international board.
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The heatmap has been generated after a Mapcore playtest. Really cool stuff if you ask me
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The dos and don’ts of CS:GO level design - a guide to assist you crafting a well working competitive layout for CS:GO ________________________________________________ New update (27th June 2019): The dos and donts of csgo level design - updated 2019-06-27.pdf Steam version of the guide here: https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811 ________________________________________________ Original Post:
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Sirius aka the map without any progress through ages The layout has been in development for quite a while and it seems to be pretty solid with only possible minor adjustments in the future. Some untested new gameplay elements were implemented recently. There hasn't been an art pass yet, it's basically a single huge placeholder whereever you look. I am psyched to change this! The contest will mark the kick off of the art pass. Tons of new programs and workflow pipelines are ahead of me and i welcome this challenge. I will be working on this project completely on my own to maximize the learning experience. I hope i can finish this sucker finally this year despite of university exams and several other projects. It's been way too long. http://steamcommunity.com/sharedfiles/filedetails/?id=535066567 http://steamcommunity.com/sharedfiles/filedetails/?id=1217279476 Previous thread end:
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Mapcore's CS:GO Mapping Contest 2017
El_Exodus replied to Mapcore's topic in Mapcore's CS:GO Mapping Contest 2017
I guess that means RIP summer Nice stuff! -
Looking pretty cool! I am also interested in the Source 2 prop creation. How did you do that?
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Pretty impressive for a first go in the SDK. Thumbs up!
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That file is old. So no, not really.
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I suspect it's because of PW looking through all the maps and requesting changes prior to an OP release over there.
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Full release was last week iirc
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The same logo is on Cbble. Dave made the layout but not the CS:GO version of the map, so i guess the trivia of Canals is wrong.
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http://steamcommunity.com/sharedfiles/filedetails/?id=312199550
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Nah, Valve is doing these graphics for fun with the only purpose to confuse people.
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Contest results came in: 7th place out of 49 submissions. Considering i just had about one week to work on this and removed a bunch of details due to engine limits, i am quite happy with the results. It was also pretty close together point-wise. Reddit post Results Feedback i received:
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I demand a rats version of this.
