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Everything posted by Guni
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Been awhile since I've posted anything, Im smashing out as much as I possibly can do each day with brush work and texturing. Though I'd like to prevent showing any sneak peaks till the end. At this point in time I would like to extend an Invite out to any potential Environment Artists looking to increase their portfolio and obviously have a hand in the competition. The sheer quantity of custom assets that I require most definitely out-way my current speed and skill set when it comes to 3d modelling etc. Happy to go 50/50 in anything, just want to get the project completed at this point and have a final piece to show on a Portfolio.
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Really amazing work and very thematically appealing
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Congratulations on the release, Ill take a run around later
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Took a quick break from the props and textures to go back to the map and flesh it out a bit more. Would like to thank those from mapcore and some close friends who gave me feedback. Alpha 3 is now ready for test, layout and difference below. Alpha 3 Layout Alpha 2 to Alpha 3 Layout Alpha 3 Changelog
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Little Update: Started to learn 3D software and slowly progressing, big thank you to everyone I pester with questions. This Torii gate was my first model without following a guide. A lot to learn but pretty excited to see I'm capable of these things. New playtest hopefully for the 13th to test the smaller map and rework of sites.
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- Learn 3D Software/Texturing to an Intermediate Level - Complete a project to the best of my ability - Begin forming a portfolio
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Mapcore's CS:GO Mapping Contest 2017
Guni replied to Mapcore's topic in Mapcore's CS:GO Mapping Contest 2017
I don't believe so as it's already had an art-pass. If you were to do a new layout then it isnt the same map, you are just copying the theme. Which in of itself is your choice. I would encourage you to try a new theme to challenge yourself. -
Workshop and Thread updated. Alpha 2 released after input from Mapcore play-test. Screens been removed for a layout photo, refer to change-log for any technical changes.
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Love the look so far, personally preferred the day time version as there was more visibility on details etc. Some of the hulls textures on the ship would have a bit of gloss to them as well (i think). Keep up the great work!
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Map changes/updates are now live. New screenshots and change-log added to main post.
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Some early 'gameplay' footage
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By the time the maps completed, it wont be able to run on the source engine anymore it looks really good
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Main post updated with layout, workshop and references. Looking for feedback so I can destroy the whole thing and start again ;P
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Some amazing work, Thank you!
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Throwing my hat into the ring once again. After recently travelling to Japan I wanted to try to capture a location that I enjoyed whilst also diversifying the current environments within Counter Strike. The level will take its theme and insipiration from 'Fushimi Inari Shrine' in Kyoto. Shrine is a 5v5 Competitive Bomb Defusal Map with its theme and inspiration taken from 'Fushimi Inari Shrine' in Kyoto. This is the initial release for timings and layout. I would appreciate any constructive feedback. Layout + Screenshots Main References Changelog 12/06/2017 Changelog 26/06/2017 Changelog 13/07/2017 Please post any feedback below or message me on discord. Will try to get a play-test soon. Workshop here Keep is totally not dead.... Thanks, Guni
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Mapcore's CS:GO Mapping Contest 2017
Guni replied to Mapcore's topic in Mapcore's CS:GO Mapping Contest 2017
Exciting news!, Goodluck to all entrants. -
Im really stoked about this, having played SC1 all through my younger years and playing sc2 on an off at a mid-high level. I love the fact that they're not trying to redo it, its just a perfect 1:1 with all its crazy gameplay and mechanics .
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I've just recently moved countries again, so I haven't and will not have the time to get this done by the finish date in four days. I will continue to work on this in my own time and eventually get a natural release when I'm happy with it. As for the competition, I am officially cancelling my entry. Thank you and good luck to all.
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A big thank you to all those that gave feedback in the playtest last night!
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Personally, i feel the name isn't very appealing or good. Keeping it simple and straightforward may seem boring but its the way most maps get there spotlight. Dust, Cache, Nuke, Inferno, Santorini, Castle, Ali, Resort, etc. These are all really simple name's but there effective. So far the name is the equivalent of calling your map de_ak47. The layout as far as pathing seems good, but the bombsites look closer to the T side than the CT side, have you tested timings to each site? Also as Jack mentioned one of the sites is quite open, it's up to you if you want it to play like an awp map, but remember people will just avoid that site if it becomes too difficult to take/hold. Some revision on spacing and cover is probably going to be your primary goal at this point. Followed by layout and pathing. I feel like visiting the 7th moon of Jupiter at this point.
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If anyone is wondering, Upperdawg would have taken a rough estimate of 2 years and 6 months to reach Juipters 7th moon, assuming he is traveling at the current cruising speed of the International Space Station.
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The map is a bit smaller than some other maps but I initially wanted a faster gameplay mechanic than its brother (de_cbbl), however that being said it may punish players not leaving spawns early and I understand this, so I will wait for the playtest and see if it needs to be expanded. As for the lighting in the underground, I just haven't really touched the site for lighting details and such so I'll work on it senpai! Uhmm.. *erhm* can we pretend that never happened...
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Made a submission for tomorrow night. Let me know via Mapcore or Steam if there are any issues. Thank you in advance RZL.
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Hello, It's time to throw my hat into the ring, and although I don't have much as far as detail is concerned. I am pretty excited to finally finish up on Balance Testing with the map in general. This project is currently a work in progress This is the alpha version of my new map, 'Keep'. I am currently looking for people to test it and run it on servers where I am able to get feedback on timings, pathways and strengths for each side. Keep is a castle themed map, with its themes and influence from cbbl and plans for its own custom content in the future. A shipment of nuclear arms are being smuggled in via the wine barrels and crates located in the keep. Terrorists must destroy one of two locations, the keep's wine cellar, or courtyard; where a recent festival was being held. Counter-Terrorists, aware of the imminent threat, have been dispatched to neutralize the threat and retrieve the Nuclear Arms. Location is the Rhine Valley in Germany, It takes place during a Wine festival in the region. Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=439198333 Update Alpha 4 (13/07/2015) Alpha 4 Has Been Released - Changelog > A site had a rework and redesign. > Certain Prop's received Clipping's thanks to user feedback > B Site was redesigned in certain area's and balanced more for entry. > A & B Site received new prop placement and cover. Balancing stage is now upon us. > Began playing around with textures, props and geometery outside. Nothing final and was due to a lack of internet for the last month. > A lot of glitches and bugs fixed. Screenshots Playtest Date 14/07/2015 *CURRENTLY DISCONTINUED*
