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El_Exodus

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  1. Awesome
    El_Exodus reacted to ZooL in [CS:GO] Zipline - Simple Titanfall / Apex Legends style VScript ziplines   
    ZIPLINE
    Simple Titanfall / Apex Legends style VScript ziplines for CS:GO

    GIF of ziplines in action.
     
    Features:
    Simple usage, make a move_rope, name it with '_s' as a postfix, make another, name it the same but with '_e' as the postfix, you've got a zipline. Can choose if they work in both directions or only one ('_e' for both ways, '_ee' for one way). Ability to instantiate ziplines on the fly (if you know what you're vscripting, check main.nut). Can be configured (speed, height, func_button distance, jumping off / dropping manually). Ability to Jump off the zipline or Detach (Crouch) like in Titanfall/Apex. Quadratic movement for rope slacking (thanks ficool). Template zipline pole and arm models. Uses existing Danger Zone sounds. Very lite game string table impact. Anti player stuck. Example map  
    Usage:
    Unzip to the location of your choice (CS:GO folder or Project folder) Insert the zipline_core.vmt instance in your map, set the Entity Name Fix Up to None Create a zipline with two move_rope, one named yourzipline_s, the other yourzipline_e or yourzipline_ee Turn off SmartEdit on the '_s' and add a KeyValue named health with a value corresponding to your curvature Test it in-game You can test new health curve values with this console command until it's right: script zip_setCurve("yourzipline", X) Assign the new health value Make more ziplines Pack your BSP  
    How does it works?
    The VScript will find every move_rope corresponding to the start of a zipline ('_s' suffix) and will find its exit ('_e'), then will spawn func_buttons along that rope.
    It gets the direction of each starting move_rope, their curvature value, etc.. then stores them afterwards.
    Once a player press Use on a spawned func_button, that button will retrieve its zipline parameters and make the player move toward their desired direction (forward or backwards) in a loop until they press Jump / Crouch or arrive at their destination.
    Players that were on a zipline check if there's a player inside them until there isn't, if there is, they'll be pushed backwards on the zipline to get unstuck.
     
    Tips:
    Be careful where you put ziplines, players are 32 HU large and 72 HU high, if they're placed too low they'll get stuck inside the floor.. ziplines have a height offset too, then there's the curvature on top of that. You can change the speed and other settings in scripts/vscripts/zool/zipline/config.nut  
    Issues:
    There's no animations for players on a zipline, they'll just float bellow them. No clue if hitboxes are correct while being teleported but they're likely fine. It's possible to miss the zipline if you're inside the func_button you're trying to press.  
    Enjoy!
    Zipline.zip
  2. Like
    El_Exodus reacted to sn0wsh00 in [CS:GO] Exodium (hostage rescue)   
    After creating several AIM and FY maps, I decided to start working on a hostage rescue map. After about a month of work, I'm proud to present Exodium:

    Download (version 0.33):
    Steam Workshop Gamebanana This map is my attempt to re-balance hostage rescue mode so that it wouldn't be so T-sided. To do this, I did two things. First, I placed the hostages into two separate locations, similar to how bombsites are located on defuse maps. Thus, unlike a map such as Assault or Office, terrorists will now have to split up to effectively guard the hostages.
    Secondly, I made the map dynamic. Instead of returning to CT spawn when a hostage is picked up, the CTs instead go to a new area that becomes accessible to rescue the hostage (see blue area in layout). More specifically, there are three doors to the hostage rescue zone that are closed at the start of each round (marked in red). The two doors near the chambers will open when the CTs pick up the hostages, while the door at terrorist spawn will open after a 10 second delay, to discourage terrorists from camping at T-spawn.
    When a CT picks up a hostage, the round becomes a footrace to the rescue zone. Because the player carrying a hostage moves at only 200 units/second (as opposed for 250 units/seconds for knife players), the terrorists still have a chance to cut off the CTs before they reach the rescue zone. However, I also placed three separate rescue zones in three separate lots/warehouses, thus terrorists will have to choose which rescue zones to guard when they reach the back area. If they camp the wrong rescue zone, then the CT might easily slip past them undetected. Thus, CTs have a massive advantage when they reach a hostage, which I think it's fair given that reaching the hostage in my opinion should be the equivalent to planting a bomb in defuse mode.
    I got this idea of a dynamic hostage rescue map from @El_Exodus, who first proposed this back in 2016. This is also why the map is named, well, Exodium.
    And now, more screenshots:

    Lobby near CT spawn

    Hallway to Chamber A

    Chamber A

    Mid

    Route to Chamber B. You can also see a bit more of the skybox I created in SpaceEngine.

    Chamber B. Influenced by de_cache's bombside B.

    One of the warehouses near to the rescue zone. You can also see signs the the other two rescue zones in this screenshot.
    While all the brushes are textured, cs_exodium is still in the early stages. Would really love to hear feedback regarding my tweaks to the hostage rescue mode, as well as the map in general.
  3. Like
    El_Exodus reacted to sn0wsh00 in WIP in WIP, post your level screenshots!   
    After working on a bunch of FY and AIM maps, I finally decided to start working on a hostage rescue map. Here are some screenshots, I guess:


    The more important thing I want to share, though, is this layout:

    This map is another attempt at balancing the hostage rescue mode to give CTs a better chance at winning. First, you'll see that the two hostages are placed far apart, similar to how bombsites are located on defuse map. Also, because T weapons are stronger than CT weapons, I gave CTs more attacking routes into each hostage chamber than Ts.
    The biggest change I made, though, was that I made the map dynamic. The area highlighted in blue are inaccessible at the start of each round and are blocked off by three doors (marked red in the layout). When a hostage is picked up, the two doors nearest the hostage chambers will immediately open, while the door at T spawn will open 10 seconds later (to discourage Ts from camping at T spawn). After a CT picks up a hostage, the round becomes a race to the rescue zones at the back at the map, with the CTs having major advantage (similar to how Ts have a major advantage once a bomb is planted in defuse mode). However, because the CT carrying the hostage moves really slowly (200 units/s), the Ts still have a chance to intercept the CTs near the rescue zone. But the Ts will have to decide quickly where to go, because there are three rescue zones the CTs can choose from.
    I got this dynamic hostage rescue map idea from @El_Exodus, who proposed something like this back in 2016. And this why I named this map... Exodium.
    You can take an look at what I've made so far here:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2459039008
     
  4. Like
    El_Exodus reacted to leplubodeslapin in The random model thread!   
    i've been working on modeling a Volkswagen Combi T1
    The plan isn't to make it a 3D model for a game engine or something like that, it's a model to 3D print.
     
    The challenge isn't much on the polycount or any sort of material, it's to make sure that each piece can be printed, is solid enough, can be assembled with the right tolerances ...


     
     
    It's a project I started with some friends before Covid but stopped a year ago, i'm going back on it to finish it.
    It's a miniature RC car (about 30cm long), controllable with a Xbox One gamepad.
    The goal is to make it fully open source. I haven't applied my modifiers on Blender and I hope to finish the project like that, to allow anyone interested to modify it with ease.
     

  5. ahaha
    El_Exodus reacted to FMPONE in Counter-Strike: Global Offensive   
    Turns out — it wasn’t!

  6. Awesome
    El_Exodus reacted to Puddy in Counter-Strike: Global Offensive   
    Ok, let's all calm down and get back on topic. 
    @Michael_: You have some unorthodox ideas and perspectives about level design and originality. You need to realize this and shouldn't be surprised that others have different ideas. You speak with very little humility, a harsh tone and an accusatory attitude. Please try to adress this or Mapcore may not be the place for you.
  7. Like
    El_Exodus reacted to ThunderKeil in Counter-Strike: Global Offensive   
    oh boy another ''ringel tries to advocate that postmodernism is the only legitimate art movement even though none of his maps even vaguely fall within this category'' thread
  8. Like
    El_Exodus reacted to blackdog in Counter-Strike: Global Offensive   
    Long version
     
    ?
     
     
    ?
  9. Like
    El_Exodus reacted to Vaya in Counter-Strike: Global Offensive   
    god you are awful -either a troll or so far up yourself you'll never see the light of day again. by your logic there's never been an original work in any game - everything comes from somewhere, be it real life or a derivative of another artform.

  10. ahaha
    El_Exodus reacted to Radu in de_Victorian   
  11. Like
    El_Exodus reacted to jakuza in [Wingman] Paro   
    Got this done just in the nick of time. I guess this is the rough draft, since the map contains basically no detail as it is. But it was a fun project and worth the crunch.
    Pics below:
    Thanks @Roald for making such a cool graybox. And good luck to everyone in the contest!
  12. Awesome
    El_Exodus got a reaction from snaulX in Jingshen   
    Welcome to Jingshen!
    Jingshen is a fictional small village in the beautiful landscapes of Asia. It may seem like a quiet and peaceful place - but watch out! There is trouble on the way to bring mischief and destruction. It won't be quiet anymore very shortly.
    Jingshen is a bomb defusal map which was designed to deliver a unique playstyle while being just familiar enough allowing new players to pick it up quickly.
    Brought to you by @Freyja  (Environment Art), @Lefty (3D Art) and @El_Exodus (Level Design)
    Download the map here: https://steamcommunity.com/sharedfiles/filedetails/?id=1984637676
    Overview:
     


    More Screenshots here:
    https://imgur.com/a/nOCp3ls
  13. Like
    El_Exodus got a reaction from catfood in [CSGO] Engage   
    You must be trolling.
    Please tell me you are..
  14. Like
    El_Exodus got a reaction from Interfearance in [CSGO] Engage   
    You must be trolling.
    Please tell me you are..
  15. Like
    El_Exodus reacted to catfood in [CSGO] Engage   
    Hello all!
    This post is a little late on Mapcore because I have been moving and working on other projects also but I still wanted to share the release of Engage with the Mapcorians for who missed the release on the workshop.
    Two years ago BubkeZ and RZL came to me and asked if I wanted to work with them on a layout BubkeZ created in 2010 for CS 1.6 called de_engage and obviously I said yes.
    The three of us then started to look at this old layout and discussed what needed to change to make it viable for CS:GO and improve on the original design.
    RZL then made the first blockout with all the changes we discussed and handed the greybox level to me and I took it from there.
     
    The result:





     
    ENGAGE WORKSHOP PAGE
  16. Like
    El_Exodus reacted to Lizard in County   
    Bunch of new screenshots.
    Quarry and motel. You can clearly see that our motel is similar to cs_motel by Soctom. That is correct. I asked him if we can base ours on his  original visuals so that we can  maybe bring some of the nostalgia for older players. Tried to find the right balance between original and fresh visuals to still bring something new to  the place and also to fit dz map playstyle. Hope you guys like it.
     





     


     
     
     
     
  17. Like
    El_Exodus reacted to Radu in County   
    Don't mind me, just adapting my favorite meme to this particular conversation.

  18. Like
    El_Exodus reacted to Lizard in County   
    Hello everyone !
    I think it is a good time to post some screenshots from my newest csgo project that I'm working on with @jakuza. He already made some models and materials that I used in the listed locations. More to come in next passes,
    County is a map that features everything that comes to mind when typical european thinks about rural part of the USA. It is a danger zone map that features variety of locations you would normally see in rural cities. What I tried to do was to tie these location with some story as well as their placement on the map. I really wanted to avoid 'random structures scattered across the map' feeling some of the community made maps have.
    First art pass is mostly done in most of the locations. In upcoming weeks I will focus on Motel and Quarry locations which are not shown here in this post.
    List of locations with a lot of creenshots (a lot of screenshots actually?)
     
    Church:



     
    Police station:



     
    Sawmill:




     
    Farm:

    \


     
    Trailerpark:



     
    Haunted house:








    Creek:




    More to come!
     
     
  19. Like
    El_Exodus reacted to T-Rexer in Frostbite - Danger Zone   
    The Danger Zone experiment has opened up a new location atop of an old ski resort. Amidst abandoned cabins in the frigid cold, who will be the last man standing?
     
    A community Danger Zone map created by:
    Chief, Hasselhoff, KlixX, Quoting, Seth, SkratchPost, Slimek, Squdski, Squink, T-R3x3r
     
     
    Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2168101259

     
     
  20. Like
  21. Like
    El_Exodus reacted to Soldat Du Christ in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    I was a judge in a map contest for Forgehub.com along with three others, not nearly as high a prize pool mapcore has but the barrier to entree was also alot lower due to the tool being installed with the game (halo 5) so that made up for it. Anyways, we made all of our scores across all categories public, as well as a short summery of our thoughts on each. All the judges agreed to be transparent before hand and on top of that, if anybody wanted to know more they could ask any one of us and we would walk and talk with them on their map.  
     
    Why is this valuable? 2 main reasons, accountability and growth. Being a "judge" implies that you have some merit in the eyes of your peers to look at another map and determine it's quality. Scores are NOT arbitrary but instead are reflections of an individuals thoughts and conclusions. Conclusions which could very well be fallacious, and could be objectively identified as such if they are held accountable for those scores by giving reasons. The words that come out of your mouth are similar to mathematical statements, they can be tested. However because we are all flawed humans and because we are not all on equal footing when it comes to education on critical thinking or the laws of logic, yes you will get different scores and conclutions, but some will most definitely be more justified than others.
     
    I rated this map x/x because i feels too hard to contest x bomb site or x lane
    Vs
    I rated this map x/x because the enemy team has too many corners to hide in as I round this corner which forces me to make too broad an assumption which leaves me at WORST immobilized by the risk that comes with going through or at BEST getting lucky by guessing the correct corner. Leaving encounters up to luck undermines the competitive nature of the game and is therefore inferior
     
     
    ...one of those is very obviously better feedback, and i'd even say it's an objective truth that encounters should not come down to luck. Thats why people love CS gunplay to begin with, the consistency and control.
    By making judges and their reasons transparent, even if the results are shown after the contest, you will be able to weed out the weak ones and keep them from attaining authoritative positions in the future. And just the fact that they know they will have to be transparent will put pressure on them to make sure they aren't careless on any one map they may be unenthusiastic about from the start for whatever reason
    This brings me to my final point, good feedback leads to growth in the community. And i mean REAL growth. Finding areas where you can improve is invaluable information, and when it comes to a contest where judges are already playing your maps and JUDGING THEM, feedback should be mandatory 
  22. ahaha
    El_Exodus reacted to text_fish in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    I god I shouldn't have got you started again.
  23. Like
    El_Exodus reacted to Lizard in [CS:GO] de_fiorina (final release)   
    And? What would it change?
    Getting financial gains is not the only reason you should give credits to original authors.
     
    Congratulations. You are a part of the problem. Someone ripped off assets. Aggregated them to the workshop and then you took them and used in your work under your name because you thought it was ok to steal them because someone else already stole them and put them on workshop.
     
    Are we missing something here?
    I do think that but... Look at my reply to your third point.
     
    Of course we would gladly give you feedback on level design but 
    How can you expect us commit our free time when you don't want to commit yours to putting credit to the original authors of the assets you used in your map?
  24. Like
    El_Exodus reacted to blackdog in Fnatic want's to make CS better!   
    Something I would like to see in the pro-scene is Wingman mode being embraced. You are already doing some 1-on-1, so it would be nice to see that mode get legitimisation with pro-players playing a small side-tournament.
  25. Like
    El_Exodus reacted to Radu in Fnatic want's to make CS better!   
    Joe is right, it would be great if professional players or tournament organisers would give community maps a shot. There are already dozens of well designed, quality maps out there.
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