Jump to content

Edude

Members
  • Posts

    47
  • Joined

  • Last visited

  • Days Won

    14

Reputation Activity

  1. Like
    Edude got a reaction from Mr.Yeah! in Maginot [Wingman]   
    Maginot is now ready for CS2!
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3195399109





  2. Awesome
    Edude got a reaction from esspho in Maginot [Wingman]   
    Maginot is now ready for CS2!
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3195399109





  3. Like
    Edude reacted to AlphaOwl in de_Taisha   
    Worked quite a bit on the map since I got back home from school. Refined a lot more of A site, and worked on developing upper A and B site. The plan will primarily to get a basic layout by next Friday.

  4. Like
    Edude reacted to AlphaOwl in de_Taisha   
    Available on the Steam Workshop!
    A collaboration with @ethurs and @Axesh, we sought to create a viable 5v5 competitive bomb-defusal map set in the Kansai region of Japan.     Radar:   Initial Post: Hey everyone, glad to be back after 5 years.  I was working on remaking two of my old maps (including Luau from the Exotic Places Contest back in 2019) before I saw this announcement. I figure I start a thread here because it helps keep me actively engaged on the project, which was one of my big motivators back during the previous contest. 
    Since I want to avoid the trouble of the "remakes", I decided to start on something new. After brainstorming some ideas, I decided to settle on "de_taisha". It's a bomb-defusal map set in Japan, taking place near a taisha and an onsen. I settled on this thought after I recently took a trip to Japan in December. I thought not only would it be an interesting setting since it's based around my own "adventure" there, but it's also a step away from some of the more modern and slick architectural Japanese-based maps.
    Some of my references will mostly be based on the Biwako Ryokusuitei onsen in Ogoto and the Fushimi Inari Taisha in Kyoto.

     
  5. Like
    Edude reacted to T-Rexer in Stronghold   
    Workshop
    I plan on making a map set on Gibraltar, up the mountain. Mainly inspired by the COD WW2 map set there, but in a modern-day setting. I planned on converting one of my old layouts for this theme a while ago but since that never went anywhere, I will now be starting over with a new layout and just taking the best ideas of the old one.
    I plan on integrating the theme deeply into the level design. My current idea is to make one of the bombsites based around the round shape of an artillery position with a massive gun above the playspace. The level will also include parts of the famous underground tunnels on Gibraltar.
    A little mood board:

  6. Like
    Edude reacted to Epic in [CS2] Veranzio - Formerly Croatia   
    Im back again with who knows what version of this map? 100? 

    I am aiming to finish this map this year, The layout generally hasnt changed from the last playtest in cs:go. A few of the the connectors have changed slightly Bombsites have been re-worked and revamped completely. 

    I am aware of the visual glitch in the storage room connector. 

    It is still in graybox right now, but after the next playtest I plan to move forward with the finishing of this project, itll never be "perfect" so I want to close out on this project!

    https://steamcommunity.com/sharedfiles/filedetails/?id=3106566189

  7. Like
    Edude reacted to Epic in [CS2] Veranzio - Formerly Croatia   
    V4 Change Log.

    Back with an update after the first Cs2 Playtest.

    Extended the Bomb plant zones on both sites, Reworked the B bomb site and its cover moving it back toward CT and adding another path.
    Added a lower peek, from T main B to see on to B

    Reworked the mid connector to B site for T's

    Closed off mid to funnel both sides toward mid B con

    Reworked both A main paths for T's to A

    Minor adjustments across the map.

    https://steamcommunity.com/sharedfiles/filedetails/?id=3106566189

  8. Like
    Edude got a reaction from Deh0lise in Maginot [Wingman]   
    Maginot is now ready for CS2!
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3195399109





  9. Like
    Edude reacted to Lizard in VALVE!!! Please, let mappers without RTX cards make their own maps for CS2!   
    @Squidski Made a google form which compiles a lot of results from the community. You can see what rig have the best results in terms of compile times. I bet it can come in handy when someone is planning to upgrade their PC

    https://docs.google.com/spreadsheets/d/1PPAsvUC0jT7QnkuE-7cYCD7LG87mVdhgctD1GC_lk7I/edit#gid=1995078957
  10. Awesome
    Edude reacted to Radix in [CS:GO] Shore   
    One of the projects I worked on after I made de_austria.
    Yeah, I know the timing is really bad (CS2!), but can't change it... 🙁
    In general a lot went wrong during this project. Had a lot of problems with the layout, but I think I found a good compromise in the end. Also learned many new things. Maybe I would even be ready to create a really good map now after all, but I think that it's gonna be the final one. I really like making maps, but it has become too time consuming over the years for just being a hobby. Unfortunately I never managed to get a job in the games industry. So that's it. I hope it's a worthy ending of 20 years of making maps for me. 🙂
    Shore is a bomb defusal map for CS:GO that takes place on Lofoten Islands, Norway. (Also have a Hostage version of this that works well imo)
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2955084102
    I took some inspiration from this place in Norway:

    Layout:

    Some pictures:






  11. Like
    Edude got a reaction from Pivac in Maginot [Wingman]   
    Some more screenshots!









  12. Sad
    Edude reacted to kleinluka in RIP Zach Ford (1985-2022)   
    I just learned one of our original members, Zach Ford @Zaford20 aka “von ferret” has passed away unexpectedly at the age of 36.
     
    For those of you who don’t know him, Zach was one of the original members of Mapcore. Working at Gearbox for most of his career he worked on (among others) Borderlands and more recently PUBG as a Level and Game Designer. 
     
    I have so many good memories with Zach, wasting fools in BF2 every night while teaming up in the attack helicopter, playing frisbee in a park in Savannah during a thunderstorm, long conversations about life…
     
    RIP buddy. You will be missed.

     
  13. Like
    Edude reacted to Rikuda in Rainfall   
    Hey everyone!
    It's been a while since I posted anything. A lot has changed since last time. Rainfall has had some major gameplay changes, the layout has been completely redesigned (thanks to g3om), and it now looks like this.

     

     
    Screenshots
     
    Cheburek also made some cool assets, which make a great addition to the visuals of the map.

     
    I also want to thank Twinnie for helping with rocks and cliffs assets.

     
    The map has come a long way, and I'm interested in your opinions as well as possible feedback on the flaws of the map, it would be greatly appreciated!
     
    STEAM-LINK
  14. Awesome
    Edude got a reaction from blackdog in Maginot [Wingman]   
    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.
     
  15. Like
    Edude got a reaction from cl0sur3 in Maginot [Wingman]   
    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.
     
     
  16. Awesome
    Edude got a reaction from cl0sur3 in Maginot [Wingman]   
    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!
  17. Like
    Edude reacted to cl0sur3 in [CS:GO] Caligula (Classic 5v5)   
    Sooo...it's been two years since I've started my CSGO mapping journey with this map. I didn't have a whole lot of time to work on it, so there's months of no progress. But I'm dedicated to finish it and I'm working on it again. Here's a couple of screenshots of the progress. Also, I'm looking for a talented 3d artist to create some custom props, if you're interested, drop me a message!




  18. Like
    Edude reacted to cl0sur3 in [CS:GO] Caligula (Classic 5v5)   
    Friday evening we had a first play test. The game ended with a 15-15 score and overall good vibes. People said they had fun and liked the map, which was more then I could ever expect.
    Of course I also received feedback. One of the main problems with the map was that once T's took a site, it was very hard for CT's to retake. The cover on the sites wasn't really valuable, making T's push out the sites as soon as they planted the bomb. Since rotation was also a bit slow on this map, this caused firefights in unexpected spots and CT's feeling like they didn't stand a chance to retake (even though they did succesfully a good few times).
    I thought players adapted to that fairly quickly, but I still felt like this made the gameplay a little bit too "random".
    My newest update hopes to fix all that.
    Gameplay altering updates in this version:
    - B now has more the feeling of a bombsite: more cover to plant the bomb, more cover for afterplant scenarios, closed the OP lines of sights into CT spawn and connector, making it a riskier move for T's to push out.
    - A has better cover, windows from appartments are opened up and more useful for CT as well as T. OP line of sight into mid was fixed.
    - The one-way from B-site to CT spawn is now opened up from the CT spawn to allow for faster rotates.
    - The one-way on mid from yard now works both ways.
    - Connector is now S-shaped and takes a bit longer to traverse. CT's rushing around from B long can't get there as fast as previous, making connector less of a meat grinder, allowing for more tactics instead of brainless rushing.






  19. Like
    Edude reacted to cl0sur3 in [CS:GO] Caligula (Classic 5v5)   
    Hi guys,
    As I wait for a first play test to happen, I make progress on the more "artistic" side of the mapmaking. This is very important to me, to explore what kind of atmosphere I want the map to have. While I've never been to Malta and I certainly wasn't around in the 60's, I daydream about life in Caligula, my fictitious place on the island. This doesn't involve any progress to the mapfile itself, I'm basically just shaping this place in my head. What was believable there, how was everyday life like? Even: what are the people like and what did they do? I try to use my imagination and walk around the place in my head, I meet people, look at the buildings. What does it smell like? And so on...
    Reference material is essential to this, to make the place feel alive and believable. So today I would like to share some of those moods I've been throwing together, so you guys can get a feel for where this is going.
    I also wanted to share this amazing video with you guys, 36 minutes of Malta in the sixties. This has just been an amazing resource for me:
    There's just something about video, a normal photograph can't capture.

    In the sixties Malta was an architectural mixture of "newer" and old greek influenced buildings. While not all these photos are from Malta, they give me a sense of atmosphere...

    Color is going to play a pivotal role in making Caligula feel alive, while also providing the map with a great flow, great understanding for new players and unique look. I'm mostly exploring bright yellow / white tints, with elements in various shades of lively blue and the occasional color accent of red / purple / pink.

    Signage on Malta in the sixties was clean! Many typography examples I find from the island are just straight modern looking. This is perfect, it fits directly into a map that's going for a "clean" look, while still being believable. The last thing I want to do is make the map feel "too much" or over-detailed. Visibility is a huge factor and these clean typographic signs feel just right!

    I'm developing some standout areas in my head. Ancient greek ruins on A bombsite, a more modern statue on bombsite B, a fish market, a flower stand, maybe a fruit stand, a costume maker with these typical 60's men suits, maybe a chocolatier. Since the map has some height difference, especially nearing bombsite A, I also want a beautiful view on the sea. Important to making these places feel living and breathing, will be to provide a fitting soundscape: the occasional bird, the scream of a seagull in the distance, a mediterranean wind, cracking wood, flowers at the flower stand in the wind, etc
    Thank you so much for reading my nonsense, I hope you like where this is going! Feedback is highly appreciated as usual!
  20. Like
    Edude got a reaction from Donskioni in Maginot [Wingman]   
    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.
     
  21. Awesome
    Edude reacted to UNREA1 in Drop [Wingman]   
    Hey guys, long time no see. Thought I'd post this one here to hopefully gather some more feedback.

    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2928280689

    DE_Drop is a vertical Wingman map, featuring a dynamic bombsite that moves down once the bomb is planted. It's a concept I've had sitting in my harddrive for a pretty long time but never got around creating a layout that actually works for it. I finally decided to take on this as a Level Design self challenge in my free time, and this is the first iteration of it.

    From the first tests I've had with my friends, I think they really enjoyed playing it, every round felt fun in some way. It was particularly fun to see people using less common weapons such as shotguns.

    However I'm looking to making it feel as polished and legit as it can be, to trully have a chance to be taken as a serious CSGO map with an extremely unique gimmick. Therefore I'm looking for feedback and playtesting more often. I'm aware of some utility problems and bots not knowing what do to once the bomb is planted, and I plan to address them.

    As you can imagine it's not exactly easy to make this idea work. But there were a couple rules that I established early on for how I wanted it to play out:
    I want the map to play good and fun without the gimmick. This to me is the most important aspect. The ascendor going down is something that in a balanced match shouldn't happen every round, it should feel special when it happens. If it happens 1 in 4 rounds I'm happy. When the Ascendor goes down, it should remain well connected with the map. This means I don't want it to go too fast, and there need to be paths leading onto it, surfing the wall shouldn't be the only option. No redundant areas. All areas should remain as usable and offer as unique oportunities as possible throughout the map. This applies especially to the under passage, which I tried to design in a way that in the begining of the round works as a 3rd - sneak - aproach to the bombsite that takes longer to navigate, and in end round during a post plant, can be an important route that either team can use to rotate around the site. Verticality should be fun, not frustrating. In the begining it was easy to fall into the trap of making it extremely vertical -for the looks-, but this resulted in not only the layout feeling too massive but also created undesirable angles. Right now I think it strikes the right balance of gameplay and aesthethic oportunity. Least overlap as possible, with 2 layers of level overlapping at most in any location.

    Overview and provisory callouts:  
    Screenshots time:
    Bombsite view from front

    More here:

    Thanks for checking this out, and again - any feedback is very very welcome.

    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2928280689
  22. Like
    Edude reacted to blackdog in Maginot [Wingman]   
    Ace! How did you do the camera movement @Edude?
  23. Like
    Edude got a reaction from JorisCeoen in Maginot [Wingman]   
    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.
     
     
  24. Awesome
    Edude got a reaction from blackdog in Maginot [Wingman]   
    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.
     
     
  25. Awesome
    Edude got a reaction from FMPONE in Maginot [Wingman]   
    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.
     
     
×
×
  • Create New...