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Edude last won the day on January 15

Edude had the most liked content!

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About Edude

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  • Birthday March 23

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  • Real Name
    Eduardo Paixão
  • Location
    São Paulo, Brazil

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  1. Edude

    Maginot [Wingman]

    Screenshots of some areas's progress - there is still a lot to do... It will be hard to optimize and polish when the time comes since I'm using a lot of displacements.
  2. Edude

    Maginot [Wingman]

    Yeah me too, I find this theme definitely interesting. Lately I've been noticing that, I may follow your idea and jump around the areas! About the deadline... I'm a little worried because I've been suffering from tendonitis these days, I have to make a break from time to time.
  3. Edude

    Maginot [Wingman]

    Thanks for your comment! I'll keep my strategy for now and I'll try to finish the map in time for the contest - but with no pressure. New updates to this topic may come soon according to the map's progress.
  4. Edude

    Maginot [Wingman]

    Hello everybody! I'm creating a map (based on the Maginot Line) for the Wingman's Contest - provided by Source Engine's Discord. I started the map 3 weeks ago and I'm on the detailing phase, slowly progreeding area by area, worried with the time left. I decided to follow this strategy: detail 75% of every area and after that (and gaining some time) I'd put some final touches + polishment + optimization. I wonder, should I keep doing it in a hurry or is it better to make it with no rush and patience (losing the deadline)? There's still a lot to do and I'd like to hear your opinions...
  5. Hahahah It's totally inspired by Wario Stadium and also by Tiny Arena from Crash Team Racing (which is the most "Wario Stadium" thing you can get outside Mario Kart). Hope you enjoy playing the map!
  6. Hello everyone! I just finished my new map for CSGO. It is a fun map, with a lot of interactions and a unique theme. I invite you and your friends to play a game of Bloodline! Workshop Link: https://steamcommunity.com/workshop/filedetails/?id=2112785597 DESCRIPTION Fight in the Parkists Arena in this battle of Bloodline! The most violent and controversial sport of all! When you hear the crowd remember to fight for the field, avoid the lava, press the explosive buttons and make the best score of the match! They will shout your name for sure competitor! MAP SIZE: Large RECOMMENDED NUMBER OF PLAYERS: 12 - 16 AVAILABLE GAMEMODES: Deathmatch (most recommended); Arms Race; Demolition; Flying Scoutsman; Custom Casual/Competitive (1 bombsite only). Bloodline was developed for an old Half Life 2 MOD (KumaWar2). Because of that I preferred to reutilize some of its assets, slightly improving the look of them! More updates may come in the future! Have fun!
  7. Edude

    CSGO SDK Shader Update?

    Did Valve updated CSGO SDK recently? Hammer now supports normal map and I believe other textures in the "Shaded Textured Polygons" option. Does it have any relation with Source 2 ? I'm totally sure this was added recently.
  8. Thank you so much for your support Wintrius! It may take a while for a next update. I'm avoiding updating for now while many areas of the map are still "placeholders". But I'll post here when I release newer versions! Nice to see another Brazilian in this post! Thank you for your support Nication! It really is a lot of work! The number of assets never ends and because of that, I am late for the deadline. However, I may release Classified after the contest between March and April if everything goes as planned!!
  9. Really nice job! I lost when I saw the layout explanation hahaha! We should all use the triple circle cactus from now on!
  10. NEW SCREENSHOTS! Detailing the map is always the best part and as I go through this process I see how many things still need to be done. I'm busy this month and because of that, I won't be able to finish Classified before the deadline. I believe it will be ready between March and April for a Steam Workshop release! Good luck to all mappers who are still working on their projects. I will continue to post updates on this topic as the map gets ready! See ya!
  11. There is still so much work to do, but things are starting to take shape. This first art pass will still take a long time to finish but I'm enjoying the results so far! I will focus on detailing the entire map as quickly as I can to have something concrete for the deadline. If I manage to finish everything (detailing, optimization, general polishing) I start a second art pass with more refinement.
  12. It's been a while since I last posted on this topic and I'm really enjoying how the map looks right now but realizing the number of assets that still needs to be done brought me some concern and discouragement. I like to think of problems like these as obstacles designers must face in order to make really good levels, but in this case, I still have to do a lot to get to the minimum. Classified may not be completed on time for the competition, however, I will continue with the project and with more updates on the topic in case I manage to release an acceptable version on the final day! The screenshot below puts in a good perspective what still needs to be done to have at least an interesting version at the end, that would probably still need a lot of polishment... I will see how the next days go and leave more updates soon!
  13. My last playtest was very productive! It opened my mind about so many areas of the map and I would love to work on them right now, but I feel that time is running out really fast... Here in Brazil, we often use a motto that says: "The great is enemy of the good" and after thinking a lot about it, I decided to head my way detailing the map fixing these areas in one go.
  14. CLASSIFIED UPDATED More days in development and concerns about the deadline began. Because of that, I decided to improve the look of most of the buildings while adjusting a few last things to the layout. With this approach, I can get a better idea about areas in general and I won't waste much time thinking about their visuals when detailing. I took the opportunity to make the map "public" on Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1868518259 I will do my best to finish this project on time! UPDATED VERSION SCREENSHOTS IMPROVED LAYOUT AND TESTING From the first version of the map to the most recent, significant changes have been made especially in Bombsites. So I'm requesting a test date on "Source Engine Discord Group" (provided by Top Hat Waffle and other big names from the community) to playtest them. Many use this Discord group to schedule these tests, it's for sure the best place for it! More posts to come!
  15. CLASSIFIED UPDATED After a few days of testing and experimentation, important adjustments were made in certain areas, especially at A bombsite and in the middle region of the map. They seemed too closed for rifle combat in the initial version and with these adjustments, a new radar was made. NEW RADAR/LAYOUT: Bombsite A has been widened and rethought. The middle region of the map has also received special attention in this release (this will probably be the definitive version of the layout). I also improved bot navigation and even added some "place names" to assist in the upcoming tests with friends. Those new tests may take a while to start, so I took the wait to work on some textures that I may use. TEXTURE TEST SCREENSHOTS: As my idea is to present an extremely cold and snowy environment I need to focus on interesting and creative snow textures. To make this process easier I created a makeshift "texture test map". With this map I can check which textures need to have their values changed or their maps redone. More posts to come!
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