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BubkeZ got a reaction from esspho in [CSGO] Engage
YEAH! ??
The old 1.6 layout can be seen in this video and 10 years later RZL and catfood helped me to make it even better.
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BubkeZ got a reaction from Vaya in [CSGO] Engage
YEAH! ??
The old 1.6 layout can be seen in this video and 10 years later RZL and catfood helped me to make it even better.
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BubkeZ got a reaction from dmu in [CSGO] Engage
YEAH! ??
The old 1.6 layout can be seen in this video and 10 years later RZL and catfood helped me to make it even better.
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BubkeZ got a reaction from Edude in [CSGO] Engage
YEAH! ??
The old 1.6 layout can be seen in this video and 10 years later RZL and catfood helped me to make it even better.
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BubkeZ reacted to catfood in [CSGO] Engage
Hello all!
This post is a little late on Mapcore because I have been moving and working on other projects also but I still wanted to share the release of Engage with the Mapcorians for who missed the release on the workshop.
Two years ago BubkeZ and RZL came to me and asked if I wanted to work with them on a layout BubkeZ created in 2010 for CS 1.6 called de_engage and obviously I said yes.
The three of us then started to look at this old layout and discussed what needed to change to make it viable for CS:GO and improve on the original design.
RZL then made the first blockout with all the changes we discussed and handed the greybox level to me and I took it from there.
The result:
ENGAGE WORKSHOP PAGE
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BubkeZ reacted to That50'sGuy in Swamp
I had the chance to play the map the other day, and I had a blast! The timings work well, and me and my brother had lot's of fun trying out new strategies on it!
I certainly think it's more than deserving of it's place in the game, well done!
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BubkeZ reacted to Mapcore in [CS:GO] Exotic Places Contest TOP 10 FINALISTS
Mapcore is proud to present the Top 10 Finalists of our Counter-Strike: Global Offensive Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT!
Each Top 10 Finalist Entry now has One Month to continue updating their level.
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Top 10 Finalists, listed in Alphabetical Order:
Anubis
by Roald, Jakuza, jd40
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Basalt
by Yanzl, 'RZL, Oliver
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Chlorine
by Lizard, TheWhaleMan
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Graveyard
by invalid nick
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Ivory
by Quadratic, QuotingMC
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Jingshen
by El Exodus, Freyja, Lefty
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Mustang
by Squad, Grapen
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Mutiny
by TanookiSuit3, JimWood, Huvaligen
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Mocha
by Bevster, tr0nic
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Swamp
by morozov, Bubkez
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Victoria
by synkope
Honorable Mentions, in alphabetical order:
In the (hopefully very) unlikely event any Top 10 Finalist is disqualified for failure to abide by our Contest Rules, these are the maps that may receive a second look.
Bregov
Cappadocia
Feast
Gongji
Oasis
Rampart
Safi
Zenith
Congratulations to the Top 10 Finalists above!
The final round of judging will commence on March 10th, 2020.
Read more in our official Rules post.
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BubkeZ reacted to untor in Swamp
10 days have passed, we had feedback, thank you all. What will be in the next update?
- Many fixes for overlaps, gapes, and more.
- Update timing for CT Side, and changes spawn position.
- Add some new details for navigation voice tag.
- Replace old displacement waterplant blending to prop overlay
- New boat for T side and A bombsite (yes, re-model from canals boat)
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BubkeZ reacted to Vaya in Swamp
Really enjoy this layout and I think the art is some of the best in the contest. I feel visibility needs to be a focus of future updates along with better signposting - in for example CT spawn - of what is walkable and what you need to jump to maintain speed. Not sold on the slow water thing but I trust bubkez and untor to make the right call.
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BubkeZ reacted to Radix in Swamp
I think Nuke is functionally still a 3 lane thing but with bombsites on top of each other, which is a terrible idea nowadays. I think something like train (but with less annoying bombsites) would be more reasonable.
But I suggest to move this discussion somewhere else. This thread belongs to de_swamp.
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BubkeZ got a reaction from Vaya in Swamp
I fully understand what you wrote but we have so little water in critical places so I don't know what a runboost will help.
We do not force anyone to go in the water you can avoid it everywhere and that's the whole idea of the map, to have it open and interesting but at the same time not attract anyone to use it all the time.
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BubkeZ got a reaction from Vaya in Swamp
We have sent many pictures to each other that describe what we are thinking and then we have talked a lot to each other even though Morozov's English is limited and my Russian is non-existent. But in some way it has worked and now we understand each other well.
Level design brings people together and in the end we all speak the same language.
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BubkeZ got a reaction from Vaya in Swamp
Thanks for the feedback!
The reason why a player goes slow where there is "slime" is because to avoid players not choosing to always use shortcuts or to run around in the slime more than necessary.
You have a choice to choose it on certain rounds which can be crucial as it opens up new angles to a bombsite eg.
The map is designed so even if you choose to go to the middle in slime as a terrorist after spawn you still have great timing against CT in the middle but you always have a choice to avoid water and slime completely.
It is a new unique way to get a player to make decisions and a good way to "limit" one such open map in a smooth way.
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BubkeZ got a reaction from Interfearance in Swamp
We have sent many pictures to each other that describe what we are thinking and then we have talked a lot to each other even though Morozov's English is limited and my Russian is non-existent. But in some way it has worked and now we understand each other well.
Level design brings people together and in the end we all speak the same language.
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BubkeZ got a reaction from Mr.Yeah! in Swamp
We have sent many pictures to each other that describe what we are thinking and then we have talked a lot to each other even though Morozov's English is limited and my Russian is non-existent. But in some way it has worked and now we understand each other well.
Level design brings people together and in the end we all speak the same language.
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BubkeZ got a reaction from Vaya in Swamp
Thanks for the feedback!
Yes absolutely, of course you can get there faster if you jump in water, that's how CS:GO works as you know, applies both on land and in water and something that we are fully aware of.
To use walk is also an option to use as you then make no sound whatsoever in water, many variants are available.
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BubkeZ got a reaction from goong in Swamp
I fully understand what you wrote but we have so little water in critical places so I don't know what a runboost will help.
We do not force anyone to go in the water you can avoid it everywhere and that's the whole idea of the map, to have it open and interesting but at the same time not attract anyone to use it all the time.
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BubkeZ got a reaction from Tynnyri in Swamp
I fully understand what you wrote but we have so little water in critical places so I don't know what a runboost will help.
We do not force anyone to go in the water you can avoid it everywhere and that's the whole idea of the map, to have it open and interesting but at the same time not attract anyone to use it all the time.