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Everything posted by Pivac

  1. Who would've thought we would make it to the finals, incredible. People were going crazy here last night
  2. I stumbled upon that video a few days ago. So nostalgic, I made my first map ever in original C&C Generals World Builder. And Generals 2 looked promising. Let's hope C&C is not dead and something pops up on the horizon soon. It's been too long.
  3. Pivac

    The random model thread!

    Modeling and texturing practice - Old Wooden Bucket (Blender 2.79, Substance Painter 2, Marmoset Toolbag 3)
  4. All the finals in CS:GO have been insane lately. Almost like its scripted, unbelievable stuff. Senor VAC PogChamp
  5. What you say is true, so I guess it's a matter of opinion. Currently CTs have to waste a smoke (or do it with HE grenade trick) only to not get tagged by a sniper as they pass by and obscure how many players they move to a vital location. I've seen many pro players and analysts complain about this and I agree with them. Ideally suicide and the rest of upper mid would still be visible from CT mid, it's just a matter of placing props and brushes correctly.
  6. They nailed it with this remake, absolutely stunning artistically and design-wise. New Inferno is great from gameplay design perspective, but it lacks in visuals and artistic quality in my opinion. New Dust 2 raises the bar on both fronts while keeping frame rate decent. Potential gameplay problems / What I think still needs to be changed: - Terrorists being able to spot/shoot CTs passing to B (changing the Mid doors position to obscure vision from T spawn seems like a decent solution here) - Mid-to-B terrorist smoke could be too powerful because CTs have limited vision above the smoke compared to previous version, could be problematic on high-level/pro matches - Limited grenade throws from T side when attacking Long compared to previous version (it was hard to attack that position even without this limitation) Exactly how I feel about this
  7. Wow, this looks stunning! Custom stuff is very nice. Community made CSGO maps are getting better and better. I particularly like how open the outside area feels, so refreshing after constantly playing on mostly enclosed classic CS maps. Going to run around there a bit later, but already very impressed by screenshots!
  8. Pivac


    Truly beautiful map with unique visuals, despite somewhat familiar theme. Outstanding work on custom textures and models. Great balance between aesthetics and visibility. Nice angles, movement and clip-brush work. Definitely an operation material! Voting manipulation is seriously triggering me, something needs to be done about that. Removing down-voting would be a good counter I think.
  9. Stunning visuals, well done. I agree with blackdog that day setting looks and feels better, though.
  10. Alright, I'm not sure if the map I've been working on (de_section) is eligible to enter. I started workng on it in summer of 2015, but it was never released to public in any form, not even greybox. However, I have done a lot of work on it in the meantime. Here is the WIP topic of this map: According to this rule map should be a valid entry, but I'm still not sure: Can someone clarify if this map is eligible to enter or not? EDIT: Actually I think I won't be entering this. My map is nearly finished, really wouldn't be fair to others. Good luck everyone!
  11. Some great maps there, congrats everyone who got in A bit sad for Concert, seems like a map that should have been included.
  12. I realise that this super low Negev price is just temporary, so that doesn't worry me much. What I don't like is the weapon design decisions Valve are making - a lot of weapons in CS:GO are lowering the skill ceiling, while they should be doing exactly otherwise. Players should be inspired to use AK-47s and M4s to practice precise aim and short bursts or tapping. But why would they try to master those skills when they can just run around with P-90, Tec-9 and spam laser beam Negevs. Same goes for new map Canals promoting the use of these low-skill weapons and slow but steady degradation of Counter-Strike's fundamental economy system (most important on semi-pro/pro level). Bad design decisions on Valve's part.
  13. Yes, some windows are broken currently. I use Nuke window textures on my map and they look extremly bright. I haven't tried recompiling yet, but I guess Valve did recompile Nuke for the shader update. Any news on official documentation?
  14. All these Substance Designer works are inspiring. Such a powerful tool.
  15. Pivac

    [CS:GO] de_Transit

    Looking great, custom props are lovely. Sewers are perhaps a bit too dark though.
  16. I agree, it's a bit confusing what are we voting on. Voted for CS:GO since I'm currenty working on a map for it, but would be nice to see something else alongside CS.
  17. Nice video from WarOwl on this topic: Also, first high-tier pro matches on Inferno yesterday at Dreamhack Las Vegas. Seems to play similar to old one, still early to judge though.
  18. Pivac


    Beautiful, looking forward to new pics.
  19. E-League Major finals were awesome, almost as if it was scripted. New update: Dust 2 out, Inferno in Active Duty Pool. Also Dust 2 gets its own category in Casual match search. It is a legendary map after all. . http://blog.counter-strike.net/index.php/2017/02/17863/
  20. Pivac

    The random model thread!

    Thanks This one is completely my own, but I have been working with Blender for a few years now and for learning Substance I used tutorials from their site and Youtube channel.
  21. Pivac

    The random model thread!

    Learning texturing with Substance Painter. Barrel model created in Blender.
  22. Yeah, I really like the general art direction in CS:GO recently. Slightly stylized, but still with a decent degree of realism, not too cartoony. Nice balance of aesthetics and competitive-friendly design. Can't wait for other models to be updated. Dust 2 CT guys need it the most in my opinion.
  23. Update: New SAS model, sound and public lobby tweaks. http://blog.counter-strike.net/index.php/2016/12/17343/ http://blog.counter-strike.net/index.php/2016/12/17344/
  24. I think you have the right idea, though that model probably has some additional subdivisions, like this: Then in UV channel 2 you would only position that single face over chosen decal in decal texture, like this: I simply squeeze other unused face UVs somewhere in the corner since these parts of decal texture are transparent anyway.
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