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Squeebo

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  1. Like
    Squeebo reacted to Puddy in MapCore CS:GO Playtesting 4.0   
    I would like to thank you for your diligent work hosting the server. You have been very generous and patient and I am certain a lot of Mapcore mappers are very thankful for your service. I know I am!
    I wish pitrd's golden pearl of splendor was still a thing (OG mapcorians will know what I mean), but in lieu of that I think you deserve a shiny CS:GO service medal!  

     
    Furthermore, I would like to welcome Terri & Rosk to the position! Thank you for helping the community out! Let me know if you need anything related to the server now that RZL is retired and I'll sort it out for you.

    Over the last four years the accumulated bill for the CS:GO & TS server is around a thousand buckaroos and while I don't mind footing it, if you want to pitch it you may do so here: http://clients.fragnet.net/grouppay.php?hash=69d41-ab438-39b58-4766e-5d6e7-5bf75-51

    Glory to Hurg!
  2. Like
    Squeebo reacted to Terri in MapCore CS:GO Playtesting 4.0   
    Couldn't agree more, @'RZL's work here has been exceptional
    Me and @rosk are hopeful to continue the quality of the service through the time we are working with it, and maybe bring some fresh new things to the table too!
    3 years will be hard to beat
  3. Like
    Squeebo reacted to 'RZL in MapCore CS:GO Playtesting 4.0   
    Today marks my three year anniversary of hosting playtests for MapCore. I think this is a good time for me to go into retirement and hand the organization over to a suitable successor.
    And the successor is @Terri (with @rosk as his assistant)! He'll be in charge of everything from now on so if you got any questions or requests feel free to contact him.
    Cheers!
  4. Like
    Squeebo reacted to Roald in [CS:GO] [Greybox] de_station   
    Done a litle bit of texturing, it aint perfect tho.. but yea still practising.
    Workshop is NOT up to date!
    Edit: images removed, someone else will texture the map

  5. Like
    Squeebo reacted to Roald in [CS:GO] de_praha   
    Oke forget the post aboth, 
    First of all I should center the T spawn a litle. The map feld like I always want to go take the midle/B pathway.  Pathway to A seems to far away. 
    I like the connector from midle to A, nice additional route with a other angle. Maybe move the connector a litle more to the midle of the bombsite (to CT side of the map) to increase the angle and use of the connector? That way it's more promosing to risk to go through midle. A bombsite seems to be alright. Maybe the litle tower from mid is abit OP for CT? Maybe make it to be a drop or what ever idk, pretty much routes to get in the bombsite right now. 
    I should also work on the midle, maybe simplefy it a litle bit and maybe add a larger shooting range? I kinda disliked all the stairs, while I love elevators and difference in height! idk what it is really.. maybe u made things too complicated idk. 
    For the B bombsite, I like the main path with the entry to the side of the bombsite. I should get rid of the litle door entrance thing and add the connector from midle to B as a alternative route with much advantage for T's again, so it's worthfull to risk to go through midle. And yea like u mentioned ur self, add cover there . And uhm prevent players to be able to plant on the fountain, it looks odd when that happends.
    In general I like that both bombsite have different timings. B bombsite could be used for a T rush. Maybe also a thing u can work with to make the bombsites different from eachother is CT timing. Like u make a bombsite where CT and T meet in a few seconds and a bombsite which gives CT more of a advantage or push abbility. Maybe a indoor and outdoor bombsite to make a nice difference. And personally I like it when maps (and bomb targets) have a story. But yea for now gamepla, timings, angles, cover spots are most important I guess!
    I hope u can do something with this
     
    EDIT: Well yea maybe this overview helps to understand?

    1. Center the T spawn
    2. Move connector more to the midle of the bombsite. Maybe connect it with the upper window room u got there, make it more of a balcony? If u do something like I made u should lookout for the angle from the T entrance and a CT standing on it and seeing feets while T dont see CT
    3. I should add the pathway abit to the left, center of the site and maybe block the space on the right. This way u have nice views for T when they enter the side. With my idea the connector doesnt really provide a real additional angle besides it's a balcony. Also the shooting range from CT to this entrance will be huge, u could find a way to block the view and lower the shooting range.. 
    4. Maybe get rid of spaces like these, they dont really seem of use.
    5. Connector from mid to B, lose from B main path. Having a really different angle now, different height, so much advantage for T's if they succeed. 
    6. Maybe make of this mid pathway a connector for T's to rotate. Can be cool to keep the windows to mid, so CT can get info. Not sure. 
  6. Like
    Squeebo got a reaction from Utopia in WIP in WIP, post your level screenshots!   
    I'm working on a map set in Prague, I think it's a great setting for a CS:GO map. I should really playtest it and get the layout sorted before I start detailing the whole thing though. Was a lot of fun making this facade however.

  7. Like
    Squeebo got a reaction from OrnateBaboon in WIP in WIP, post your level screenshots!   
    I'm working on a map set in Prague, I think it's a great setting for a CS:GO map. I should really playtest it and get the layout sorted before I start detailing the whole thing though. Was a lot of fun making this facade however.

  8. Like
    Squeebo reacted to Squad in WIP in WIP, post your level screenshots!   
    Crowdfunding incoming!
  9. Like
    Squeebo reacted to spa in WIP in WIP, post your level screenshots!   
    Working on custom facades for de_corp. Still very WIP

  10. Like
    Squeebo reacted to Heresiarch in WIP in WIP, post your level screenshots!   
    Hello.  I've been iterating on my UT level design entry.  Cleaning up some meshing and lighting, and finishing off some parts that didn't quite make the deadline.











  11. Like
    Squeebo got a reaction from zombi in [CS:GO] de_praha   
    Very much a work in progress, but this is the map I'm going to try and focus all my attention on until it's good and done. I think it has a lot of potential.
     
    Sorry I haven't taken many screenshots yet but please do let me know if you think there's any problems with it so far.
    http://steamcommunity.com/sharedfiles/filedetails/?id=767048217
    Gonna try and get it playtested as soon as possible before I start fleshing out all the details.


  12. Like
    Squeebo got a reaction from rosk in [CS:GO] de_praha   
    Very much a work in progress, but this is the map I'm going to try and focus all my attention on until it's good and done. I think it has a lot of potential.
     
    Sorry I haven't taken many screenshots yet but please do let me know if you think there's any problems with it so far.
    http://steamcommunity.com/sharedfiles/filedetails/?id=767048217
    Gonna try and get it playtested as soon as possible before I start fleshing out all the details.


  13. Like
    Squeebo reacted to Psyrius in [Tutorial] Make your own skybox for CS:GO   
    Dusk setting. Pretty easy to make  Have fun everyone!
  14. Like
    Squeebo reacted to will2k in WIP in WIP, post your level screenshots!   
    More modular assets and instances (still WIP)

  15. Like
    Squeebo reacted to Mr E in DM-Skydrill A small UT 4 player DM map   
    Did some small changes and played around with the surrounding environment since the water made the reflection look weird.
     



  16. Like
    Squeebo reacted to Vaya in Brest   
    Team
    Vaya
    Terri
    Lizard
    Initial Layout design
    when I started thinking about potential layouts I had a couple of visions in mind- having played sniper elite v2 a couple of months ago I really liked the idea of longer ranged combat over courtyards and town centres. This was the point it was decided the map would take place in some sort of township
    We decided to use  terri's csgo map's layout as an initial template as this was a similar french-town theme and I could envision a number of the areas rebuilt to fit DOI's gameplay. Obviously the map was far too small for DOI so I rescaled the whole map by 4X. This formed a decent, if slightly janky, framework to start implementing paths and gameplay areas on- the structure is there but we need to make it work for DOI
    Theme
    From wikipedia:
    In the Second World War, the Germans maintained a large U-boat submarine base at Brest. In 1944, after the Allied invasion of Normandy, the city was almost totally destroyed during the Battle for Brest, with only a tiny number of buildings left standing. After the war, the West German government paid several billion Deutschmarks in reparations to the homeless and destitute civilians of Brest in compensation for the destruction of their city. Large parts of today's rebuilt city consist of utilitarian granite and concrete buildings. The French naval base now houses the Brest Naval Training Centre. A wartime German navy memorandum suggested that the town should perhaps serve as a German enclave after the war.
     
    I saw quite a lot of potential in this City as it gave a lot of location options:-
    A port A Uboat command centre There's a river snaking throughout the city destroyed buildings (we can tweak depending on the time during the siege we've chosen) Germans were well entrenched in Brest before the invasion so we can show this. We currently plan to have each capture point/spawn in a thematically unique area. Unlike maps currently in the game the CPs will all offer logical story-driven advantages to hold - IE the cities port or the main bridge over the river
     
    The name of the map is still up for debate. phonetically the name of the city sounds a little too close to 'breast'...
    Current progress
    - Terri rapidly building a library of awesome themed props for detailing out the areas. Each area will contain unique 'hero props' (see making of agency article) to help orientate players.
    - I've completed overall connector/pathing design with some super ugly detailing. (once I've completed the next compile this will be added on this thread)
    - Lizard is using the VMF template to start an art pass. This stuff is looking amazing.
     
    Next steps
    - confirm timings of CP points are fair for both teams and other team cannot 'interrupt' initial capture.
    - playtest, playtest, playtest
    - implement some of lizard's artpass with terri's props.
     


     
     
     
     
  17. Like
    Squeebo got a reaction from Furiosa in [CS:GO] de_praha   
    Very much a work in progress, but this is the map I'm going to try and focus all my attention on until it's good and done. I think it has a lot of potential.
     
    Sorry I haven't taken many screenshots yet but please do let me know if you think there's any problems with it so far.
    http://steamcommunity.com/sharedfiles/filedetails/?id=767048217
    Gonna try and get it playtested as soon as possible before I start fleshing out all the details.


  18. Like
    Squeebo reacted to rosk in Random Photo Thread   
    I went to North Wales, it was good. Let me know if I need to edit any of this, not that great at photoshop :/

  19. Like
    Squeebo reacted to El Moroes in Random Photo Thread   
    Again, an insect (took during my holidays this summer) : 

  20. Like
    Squeebo got a reaction from AndyW in WIP in WIP, post your level screenshots!   
    I'm working on a map set in Prague, I think it's a great setting for a CS:GO map. I should really playtest it and get the layout sorted before I start detailing the whole thing though. Was a lot of fun making this facade however.

  21. Like
    Squeebo got a reaction from wylde in [CS:GO] de_praha   
    Very much a work in progress, but this is the map I'm going to try and focus all my attention on until it's good and done. I think it has a lot of potential.
     
    Sorry I haven't taken many screenshots yet but please do let me know if you think there's any problems with it so far.
    http://steamcommunity.com/sharedfiles/filedetails/?id=767048217
    Gonna try and get it playtested as soon as possible before I start fleshing out all the details.


  22. Like
    Squeebo got a reaction from Terri in [CS:GO] de_praha   
    Very much a work in progress, but this is the map I'm going to try and focus all my attention on until it's good and done. I think it has a lot of potential.
     
    Sorry I haven't taken many screenshots yet but please do let me know if you think there's any problems with it so far.
    http://steamcommunity.com/sharedfiles/filedetails/?id=767048217
    Gonna try and get it playtested as soon as possible before I start fleshing out all the details.


  23. Like
    Squeebo got a reaction from slavikov4 in [CS:GO] de_praha   
    Very much a work in progress, but this is the map I'm going to try and focus all my attention on until it's good and done. I think it has a lot of potential.
     
    Sorry I haven't taken many screenshots yet but please do let me know if you think there's any problems with it so far.
    http://steamcommunity.com/sharedfiles/filedetails/?id=767048217
    Gonna try and get it playtested as soon as possible before I start fleshing out all the details.


  24. Like
    Squeebo got a reaction from Plat in [CS:GO] de_praha   
    Very much a work in progress, but this is the map I'm going to try and focus all my attention on until it's good and done. I think it has a lot of potential.
     
    Sorry I haven't taken many screenshots yet but please do let me know if you think there's any problems with it so far.
    http://steamcommunity.com/sharedfiles/filedetails/?id=767048217
    Gonna try and get it playtested as soon as possible before I start fleshing out all the details.


  25. Like
    Squeebo got a reaction from RA7 in [CS:GO] de_praha   
    Very much a work in progress, but this is the map I'm going to try and focus all my attention on until it's good and done. I think it has a lot of potential.
     
    Sorry I haven't taken many screenshots yet but please do let me know if you think there's any problems with it so far.
    http://steamcommunity.com/sharedfiles/filedetails/?id=767048217
    Gonna try and get it playtested as soon as possible before I start fleshing out all the details.


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