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Posts posted by Edude
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Thanks for asking @blackdog.
I simply followed this tutorial below by Mr. Maxim (BananaGaming) and applied the same positions and seconds to older map versions.
Unfortunately, the coordinates changed during development so I couldn't line up a few scenes perfectly, but managed to get really close and editing the shots in Sony Vegas helped too.
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Today I was checking some old versions of Maginot and took the opportunity to record a small timelapse video of some areas.
Check out!
A few of the scenes were already being built on 2020, but I decided to categorize them as "2021" for better cohesion.
- JorisCeoen, blackdog, Freaky_Banana and 6 others
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On 8/3/2022 at 10:11 AM, FMPONE said:
Spotlighted!
This level has been really fun to watch evolve. I'm really a sucker for this sort of highly detailed environment.
By way of crit, I think the full-black wires on the wall are looking a little dated. It would be better to unwrap and texture them, although it's probably annoying compared to just full-black color. I typically avoid using full-black anything in terms of environment art, unless it's to fake very distant shadows.
Thanks for spotlighting Maginot and for your feedback!
I admire your work and it always inspired me!
About the black wires issue...
Only after publishing Maginot I noticed that the monitor I've been using for two years is configurated in a way that the dark coloring levels are at least 20% lighter than it should be. No matter how many times I change this setting, it always returns to this configuration.
In short, from my monitor's POV the map has a good visibility, including the wire's colour - that unfortunately shouldn't look full-black.
I found this a bit too late, but I'll soon update the map to fix it (and also buy a new monitor making this cheap one my second...).
17 hours ago, Byron said:Looks amazing. I think the walls are a little low in the 'Outside' area, especially when you can pixel walk on some of the edges, creating weird engagements. Otherwise though, awesome map!
Thanks Byron! And thanks for pointing out. Fixing it for the next version!
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1 hour ago, celery said:
Awesome attention to detail. Throwback to 2000s/2010s WWII FPS games in the best way possible.
They were the biggest source of inspiration!
Thanks for the support guys!
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Maginot (Wingman) - Released!
After a long journey to finish the development, I'm satisfied with the results and pleased to present: de_Maginot.Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2841387399&searchtext=
Map Trailer:
Balkan terrorists have occupied a deactivated bunker from WWII. Storing ammo, bombs and even WMDs, they are scheming an attack against Paris.
After verifying the accuracy of an anonymous report, the GIGN planned an operation to reclaim this no longer desert bunker.
This map was inspired by the controversial Maginot Line located in France and has been in development since July 2020.
Designed for Wingman but has 4v4 support.

Special Thanks:
Sora, Vinhado, Daren2340, Hibiki, Geison66, Loki, Celery, Baulin, Akgb, R2d02, Tomotoloco, Squidski and Fmpone.
Hope you have fun in this historic place!
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On 4/8/2022 at 10:18 PM, sethen said:
Gave me uncharted 1 vibes. Such great attention to detail, both minimal and overall. Kudo's to you!
Thanks for the feedback sethen!
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Thanks for the support! I was inspired by many references, one of them being Prodigy!
The work continues on the map and now I'm detailing interiors. Screenshots of the tunnels below.
Some scenes are visibly more done than others, and I feel that the end of the project is still a long way off.






Arranging each piece of wires and conduits is a lot of work and I will probably have to use prop combining in the future. Does anyone know tips on how to do it?
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Thanks for the great suggestions! I'm considering them on a next update!
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Thanks for the support, blackdog!
I completely agree with you... I thought that using vulcanic stone models would be better too. But I was worried with general optimization and decided to use the current blend texture because it helps the player identify the "lava trap"*.

*Every 2 minutes a bunch of lava fill the areas represented by the darker ground texture.
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Happy new year guys! I just finished an update to Bloodline that improves lighting in general, adds more detail to the environment and fix some minor bugs!
I also took the opportunity to publish a version that takes place at dusk so it does not disturb that boring TV show nobody cares about ...
Bloodline Original: https://steamcommunity.com/workshop/filedetails/?id=2112785597
Bloodline Evening: https://steamcommunity.com/sharedfiles/filedetails/?id=2344144205

I hope you like the improvements and good luck in your next matches!
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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.Spoiler

- Freaky_Banana, Gawshaark, zombi and 3 others
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On 8/2/2020 at 12:09 AM, wazeecha said:
Cool theme
I like the whole WWII revisited aesthetic.
As far as detailing, I find it easier to stay motivated by jumping around between different areas as I get ideas. On the other hand, I think this also led me to go a bit overboard in some places while overlooking more practical optimization/gameplay work that needed to be done.
There's still almost two full months, and if you've got all that done in 3 weeks, seems like you should be on track to finish in time working at your current pace.
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. -
On 7/31/2020 at 2:35 AM, Kokopelli said:
Looks cool so far. If it's important for you to have this map entered in the contest, I would just keep doing what you're doing, giving each area a rough pass until the whole map has some degree of art. Then if there's still time you can polish it up more. And of course, once the contest is over you can continue to work on it. It doesn't have to be a competition winner to be considered for future mapcore wingman hub map pools.
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. -
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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.Spoiler



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...
- blackdog, slavikov4, Freaky_Banana and 8 others
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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
DESCRIPTIONFight 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!
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Did Valve updated CSGO SDK recently?
Hammer now supports normal map and I believe other textures in the "Shaded Textured Polygons" option.

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Does it have any relation with Source 2
? I'm totally sure this was added recently.
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13 hours ago, Wintrius said:
This is definitely one of my favorite entries; I love the theme and style. When will you update the workshop version?
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!
12 hours ago, Nication said:It's nice to see a fellow Brazilian making a snow-themed map, I always wanted to, but the amount of custom snowy props and textures that are needed, discourage me.
The map looks really good, I can feel the cold just by looking at the images.
I'm looking forward to the release.
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!! -
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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!




















Maginot [Wingman]
in Level Design
Posted · Edited by Edude
Maginot is now ready for CS2!
Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3195399109