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Everything posted by Muffin
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Welhp, guess I'm mapping again now. This time, I'll actually finish a project DE_UNITY - Terrorists have decided to target a nuclear facility in hopes of causing trouble around the area, the FBI have been deployed to stop them. I've only done some basic brushwork around T spawn, the rest of just conceptual layout which will hopefully be tweaked and changed with feedback and playtesting. Feedback on layout is much appreciated. Overview with Chokepoints (Roughly): Basic Overview / Radar: Screenshots:
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de_royal (previously de_street)
Muffin replied to jakuza's topic in Reddit + Mapcore CS:GO Mapping Contest
Just 5 man queue with a jumpboost script -
de_royal (previously de_street)
Muffin replied to jakuza's topic in Reddit + Mapcore CS:GO Mapping Contest
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Anomaly played this map when he was showcasing his newly unboxed shadow daggers :D. Ur mep is fa moose.
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Straight Outta Ammo? Straight Outta Awpton? Awptown Funk You Up?
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THere are tons of places to hide, for sure. Try simplifying the paths and removing uneeded clutter hiding spots
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The map looks ready for a Playtest. (https://www.mapcore.org/topic/17116-mapcore-csgo-playtesting-40/) get one there. One thing I mght suggest is spicing up middle. Looking at the overview and screenshots, middle doesnt look very interesting to play and is hard to take as a t.
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Played in this map before... I feel like the map can get a little confusing at times, but otherwise this is a great map!
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You should instead get a playtest here: https://www.mapcore.org/topic/17116-mapcore-csgo-playtesting-40/
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Nope. Lol. But I have a slight understanding.
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​Well im sorry bout that...
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Judging by the overview, the map looks very bland, simple, and tight.
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Try posting screenshots on the OP (Orig Post). It attracts way more viewers.
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Not much to say right now. THe brushwork is rather nice though, it's good to keep the map clean
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It's way to open in some areas IMO
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Obvious answer to your billboard question.. mapcore ad
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Good luck on the contest bro!
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Amazing... It looks like a mix of season and train, clean and green, but with more of a rusty feel too it, of course jungle-ish as well.
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Do you have a specific process in implementing those stuff once a reference is found? For example: I add basic brushwork, then detail, then add texture(horrible example). thanks btw.
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Does anyone here have tips on detailing cs go maps with only default textures. Specifically on facility-like maps. For example: making and placing windows in the right places, making the scene realistic, etc. so. Any tips? :)
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Yes... i mean if your'e looking at inferno apts for the excuse of thin paths, that's not enough. Look at middle, alt middle, heck even banana! They are all wide enough to pull off nades and have a fair firefight. If it ever happens.