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Everything posted by Oliver
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Sounds advanced! I want to see how I can build on this idea with the limited scripting knowledge I have. Some other ideas to build on: - Getting too close and the snake bites you - Multiple nests Rattlesnakes are patient animals, and they will stay coiled up like this in the same spot for hours or days waiting for prey. So having them in one spot is realistic
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As promised, I will go into more detail about a gameplay idea we have for this map now that its implemented. The idea is to have an interactable rattlesnake in the map that makes sound when players are in close proximity. The snake can be killed and will remain silent for the rest of that round. The aim is to give tactical opportunities for both teams, and also to give the map a memorable set piece that fits the theme. The orange box is the zone that triggers the snake to make sound. The red circle is the audio range. The audio range is quite large as a start, but we will have to see how well it works in playtesting. Here is a video of the mechanic in action. The map has been updated to include this feature (among other layout adjustments) so check it out I would like to thank bman from Eagle One for helping me implement this feature. You're the best!
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Yeah we are trying out something new for CS2, which means to challenge the idea of classic mid-control. We are throwing a few ideas out at once so we need to see which of those ideas hold up in playtesting. I mentioned that we want to explore a new gameplay concept. I can describe the concept a little since it can be used to "limit" some pathways. The idea is to place one or more destroyable "triggers" in the level that act like large sound cues. This sound trigger will alert any close-by player of movement in a particular area of the map unless the trigger is disabled by any team. I will work on this concept this week so I will go into more detail in a later post.
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Saguaro layout: The goal for this map is to explore an open styled layout, in contrast to our previous map Iris which was much tighter and fast paced. During the playtesting and refining stage we want to explore a new gameplay concept. I will share more about what this is once it is implemented. Link to workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3263564177
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Hello! BubkeZ and I are working on a new bomb defusal map set somewhere in the American southwest. More details on the theme and layout will be posted here soon Until then please enjoy this environment test
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Wow lighting speed progress on this!
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Looks amazing
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[CS2] Big Adventure Mapping Contest
Oliver replied to FMPONE's topic in Counter-Strike 2 Big Adventure Contest
Let's take a moment to enjoy how the forums will spring to life again -
[CS2] Big Adventure Mapping Contest
Oliver replied to FMPONE's topic in Counter-Strike 2 Big Adventure Contest
Good luck! -
I have a folder for just this occasion greetings.mp4 vHCBy6hUmO_IHhfg.mp4 rY03q8PcHOVbbSsT.mp4 Klaxon Beat.mp4 when you ready for some good H.E.V..mp4 Half-Life_ Wounded.mp4 can.mp4
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[CS:GO] Exotic Places Contest TOP 10 FINALISTS
Oliver replied to Mapcore's topic in [CS:GO] Exotic Places Mapping Contest
Even if the ship has an overall gray texture, or is unfinished does not mean it has no visual presentation. In fact, the composition is so strong, the theme so unique that they can easily carry the map on the visual categories. I would assume this map scored very high on Theme and Visual Presentation (40-50 points), and also I wouldn't be surprised if the judges found the gameplay to be somewhat fun and the polish to be acceptable (maybe an average score of 13 for both those categories). Graveyard then probably scored between 66-76 points which for top 10 is likely I would say. Tynnyri, you should be really excited that a mapper didn't make another "mirage clone" but instead you choose to focus your attention on a splinter in someones project instead of the whole scope. -
[CS:GO] Exotic Places Contest TOP 10 FINALISTS
Oliver replied to Mapcore's topic in [CS:GO] Exotic Places Mapping Contest
Great to see youtubers covering this contest, it will help all the mappers getting more feedback ? -
[CS:GO] Exotic Places Contest TOP 10 FINALISTS
Oliver replied to Mapcore's topic in [CS:GO] Exotic Places Mapping Contest
@El_Exodus Well deserved, the map looks really sick -
More detail passes are coming in the future ?? This is the "pencils down" version ?
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Map looks dope, good luck to you all ?
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Thanks for the feedback, we will look into it ?
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Finally the day has come. We released Iris! Thanks to Mapcore for feedback and support https://steamcommunity.com/sharedfiles/filedetails/?id=1591780701
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Okay here is some progress from bombsite B. The site take place on an auto salvage yard at the edge of town. This place is a haven for old relics and bits and pieces from the past. ? We are a good ways into the second art pass and the architecture is getting more finalized. There is still polish and lighting work to be done at the site, but for now we are happy to move on to other parts of the map. Our goal visually is to capture the feeling of an old town with its charm and history. The logo for the auto salvage company.
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Today @BubkeZ and me are celebrating finishing the first art pass for de_iris. That means we have mapped out all our ideas for locations and buildings, and making sense of the environment. We don't want to show off too much yet. Our workflow is rather loose, so ideas are constantly changing. Art pass 2 will focus on solidifying ideas and tie together the theme better. For the sake of experimenting and trying out ideas, we have left the polish on some of the models. The map will look more presentable after the next art pass. So far I have made 62 unique models for the map, and we have designed almost 15 fictional brand names and businesses for de_iris. The iron is hot! Here's a sneak preview from one of the locations in Middle. Oops, how did this manage to get here?? We don't want to spoil the fun yet...! ?
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This is an update on what we are up to An Ice cream shop has just arrived on the map, and will be a nice set piece in Mid. A large sign on the outside only adds to the charm
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The map will essentially work as a time capsule
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Hey Mapcore. I'm working with @BubkeZ on a new project. goo.gl/zx6Z1h We are making a new competitive bomb/defusal map, that takes place in a charming small town somewhere in the US of A. The map features a lot of traditional american exterior elements and takes inspiration from the 1950s. We are still looking for feedback on the layout. Feel free to test it out and leave feedback on it! --- @BubkeZ is responsible for the layout and gameplay, and also is contributing to the design process. I'm responsible for producing all the art, so props, textures and the map composition. @BubkeZ's vision with this map is to create a fast-paced competitive bomb/defusal map with an open skybox, which creates interesting gameplay with its verticality. When it comes to the visual design, we wanted to capture the feeling of a typical american small town. To keep the theme fresh and interesting, I had the idea to ground the map in the 50s. So the map will have a Diner, an auto service shop, an Ice Cream bar and lots of different types of establishments that you can find in a small town. The map is in its early stages still, but we are making a lot of progress by the day. We will update you here when we have something new to show, so stay tuned! We are going to post more screens and behind-the-scenes stuff on this thread later this week!
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This map is looking sick, good job!