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JimWood

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JimWood last won the day on April 4 2020

JimWood had the most liked content!

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    http://steamcommunity.com/id/JimWood

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  • Job
    Software Developer
  • Location
    England

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  1. After some games have been played on the Mapcore Faceit Hubs, we've pushed an update containing some improvements from feedback gathered. This change opens up Mid to A a lot, with a lot of nice angles being produced from the new wider path, along with some other smaller changes. Looking forward to seeing how the changes play! Radar:
  2. This is looking great, keep it up! If you need any help with radars just let me know, I created RadGen.
  3. Congrats everyone, especially those in their first contest!
  4. Glad you've found it useful mate, map is looking good!
  5. Here's the link to the workshop submission! https://steamcommunity.com/sharedfiles/filedetails/?id=3262775891
  6. Here's the radar for the first playtest!
  7. Here's a quick look at the bombsites, as they are right now. CTs spawn on A site, where the primary goal for Ts is to destroy the main cable car station. It contains a sneaky underneath route which CTs need to watch out for, and the possibility of planting the bomb with a long sightline and holding it from afar. Fancy trying your chances at B site? Here, you'll be looking to destroy the main support that allows the cable cars to travel over the depths of the favelas. CTs are given two routes to the bombsite, with one being a raised balcony. Ts are also given two routes to the bombsite, however one of those routes has a connection to mid, which will need to be held if you don't want to be backstabbed by rushing CTs. And here's the radar:
  8. Really nice, lighting looks insane!
  9. Looks great mate!
  10. I think the main thing you are misunderstanding Passerby is that maps are not "sent to MapCore", but instead most of the dedicated csgo mappers are a part of MapCore's community. And obviously the people handing the Twitter account like to help people get exposure. The MapCore FaceIt hubs were originally setup solely by mappers in the community, which has helped get eyes on maps. Lots of MapCore member's maps have not made it into the game, however yes, a large amount have because there are so many dedicated mappers in MapCore, but this is more down to the hard work of the mappers than the fact that they are "MapCore maps".
  11. They only "work" once players have spent hundreds of hours on them and become accustomed to them. There's a big difference between what is good level design, and what is accepted by the players
  12. This beats coming 3rd any day of the week. Don't bother sending my prizes, you've given us enough.
  13. I've also created a webpage, similar to the one for the initial release announcement, showing the changes that have been made since then and now. Take a look! http://www.jimwood.co.uk/mutiny-top10
  14. We released an update for the top 10 deadline! It mainly focuses on improving the art and optimisation, but also includes some minor fixes too. @TanookiSuit3 and @Huvaligen have done a great job with the art, and have given it the run down effect we were aiming for! It's been a blast.
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