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ZooL got a reaction from a Chunk in [CS:GO] Super Leet Maker - Mapping Pack
WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
Introduction:
After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
I've simplified their use and made sure that they're reliable, flexible and easy to use.
Models, Materials, Sounds, Scripts, Instances and an example map are included.
What it contains:
Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf
Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset
Instances Usage:
PIPES:
use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf
- Pipes are currently only one way.
ITEM BLOCKS:
Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
$item
0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
brick_coin.vmf is a block always containing 10 Coin.
JUMP APPROXIMATION FIXER:
Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
Media:
Configuration:
You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
Here's what it includes:
Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.
Next Version:
Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported.
Download:
I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
ENJOY!
-
ZooL got a reaction from Elumes in [CS:GO] Super Leet Maker - Mapping Pack
WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
Introduction:
After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
I've simplified their use and made sure that they're reliable, flexible and easy to use.
Models, Materials, Sounds, Scripts, Instances and an example map are included.
What it contains:
Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf
Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset
Instances Usage:
PIPES:
use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf
- Pipes are currently only one way.
ITEM BLOCKS:
Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
$item
0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
brick_coin.vmf is a block always containing 10 Coin.
JUMP APPROXIMATION FIXER:
Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
Media:
Configuration:
You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
Here's what it includes:
Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.
Next Version:
Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported.
Download:
I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
ENJOY!
-
ZooL got a reaction from Squad in [CS:GO] Super Leet Maker - Mapping Pack
WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
Introduction:
After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
I've simplified their use and made sure that they're reliable, flexible and easy to use.
Models, Materials, Sounds, Scripts, Instances and an example map are included.
What it contains:
Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf
Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset
Instances Usage:
PIPES:
use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf
- Pipes are currently only one way.
ITEM BLOCKS:
Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
$item
0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
brick_coin.vmf is a block always containing 10 Coin.
JUMP APPROXIMATION FIXER:
Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
Media:
Configuration:
You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
Here's what it includes:
Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.
Next Version:
Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported.
Download:
I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
ENJOY!
-
ZooL got a reaction from Lefty in [CS:GO] Super Leet Maker - Mapping Pack
WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
Introduction:
After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
I've simplified their use and made sure that they're reliable, flexible and easy to use.
Models, Materials, Sounds, Scripts, Instances and an example map are included.
What it contains:
Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf
Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset
Instances Usage:
PIPES:
use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf
- Pipes are currently only one way.
ITEM BLOCKS:
Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
$item
0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
brick_coin.vmf is a block always containing 10 Coin.
JUMP APPROXIMATION FIXER:
Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
Media:
Configuration:
You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
Here's what it includes:
Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.
Next Version:
Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported.
Download:
I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
ENJOY!
-
ZooL got a reaction from Logic in [CS:GO] Super Leet Maker - Mapping Pack
WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
Introduction:
After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
I've simplified their use and made sure that they're reliable, flexible and easy to use.
Models, Materials, Sounds, Scripts, Instances and an example map are included.
What it contains:
Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf
Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset
Instances Usage:
PIPES:
use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf
- Pipes are currently only one way.
ITEM BLOCKS:
Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
$item
0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
brick_coin.vmf is a block always containing 10 Coin.
JUMP APPROXIMATION FIXER:
Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
Media:
Configuration:
You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
Here's what it includes:
Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.
Next Version:
Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported.
Download:
I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
ENJOY!
-
ZooL got a reaction from esspho in [CS:GO] Super Leet Maker - Mapping Pack
WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
Introduction:
After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
I've simplified their use and made sure that they're reliable, flexible and easy to use.
Models, Materials, Sounds, Scripts, Instances and an example map are included.
What it contains:
Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf
Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset
Instances Usage:
PIPES:
use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf
- Pipes are currently only one way.
ITEM BLOCKS:
Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
$item
0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
brick_coin.vmf is a block always containing 10 Coin.
JUMP APPROXIMATION FIXER:
Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
Media:
Configuration:
You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
Here's what it includes:
Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.
Next Version:
Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported.
Download:
I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
ENJOY!
-
ZooL got a reaction from That50'sGuy in [CS:GO] Super Leet Maker - Mapping Pack
WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
Introduction:
After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
I've simplified their use and made sure that they're reliable, flexible and easy to use.
Models, Materials, Sounds, Scripts, Instances and an example map are included.
What it contains:
Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf
Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset
Instances Usage:
PIPES:
use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf
- Pipes are currently only one way.
ITEM BLOCKS:
Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
$item
0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
brick_coin.vmf is a block always containing 10 Coin.
JUMP APPROXIMATION FIXER:
Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
Media:
Configuration:
You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
Here's what it includes:
Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.
Next Version:
Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported.
Download:
I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
ENJOY!
-
ZooL got a reaction from Freaky_Banana in [CS:GO] Super Leet Maker - Mapping Pack
WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
Introduction:
After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
I've simplified their use and made sure that they're reliable, flexible and easy to use.
Models, Materials, Sounds, Scripts, Instances and an example map are included.
What it contains:
Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf
Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset
Instances Usage:
PIPES:
use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf
- Pipes are currently only one way.
ITEM BLOCKS:
Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
$item
0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
brick_coin.vmf is a block always containing 10 Coin.
JUMP APPROXIMATION FIXER:
Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
Media:
Configuration:
You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
Here's what it includes:
Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.
Next Version:
Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported.
Download:
I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
ENJOY!
-
ZooL got a reaction from leplubodeslapin in [CS:GO] Super Leet Maker - Mapping Pack
WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
Introduction:
After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
I've simplified their use and made sure that they're reliable, flexible and easy to use.
Models, Materials, Sounds, Scripts, Instances and an example map are included.
What it contains:
Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf
Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset
Instances Usage:
PIPES:
use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf
- Pipes are currently only one way.
ITEM BLOCKS:
Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
$item
0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
brick_coin.vmf is a block always containing 10 Coin.
JUMP APPROXIMATION FIXER:
Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
Media:
Configuration:
You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
Here's what it includes:
Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.
Next Version:
Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported.
Download:
I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
ENJOY!
-
ZooL got a reaction from JimWood in [CS:GO] Super Leet Maker - Mapping Pack
WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
Introduction:
After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
I've simplified their use and made sure that they're reliable, flexible and easy to use.
Models, Materials, Sounds, Scripts, Instances and an example map are included.
What it contains:
Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf
Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset
Instances Usage:
PIPES:
use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf
- Pipes are currently only one way.
ITEM BLOCKS:
Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
$item
0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
brick_coin.vmf is a block always containing 10 Coin.
JUMP APPROXIMATION FIXER:
Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
Media:
Configuration:
You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
Here's what it includes:
Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.
Next Version:
Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported.
Download:
I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
ENJOY!
-
ZooL got a reaction from SethTooQuick in [CS:GO] Super Leet Maker - Mapping Pack
WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
Introduction:
After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
I've simplified their use and made sure that they're reliable, flexible and easy to use.
Models, Materials, Sounds, Scripts, Instances and an example map are included.
What it contains:
Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf
Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset
Instances Usage:
PIPES:
use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf
- Pipes are currently only one way.
ITEM BLOCKS:
Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
$item
0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
brick_coin.vmf is a block always containing 10 Coin.
JUMP APPROXIMATION FIXER:
Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
Media:
Configuration:
You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
Here's what it includes:
Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.
Next Version:
Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported.
Download:
I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
ENJOY!
-
ZooL got a reaction from FMPONE in [CS:GO] Super Leet Maker - Mapping Pack
WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
Introduction:
After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
I've simplified their use and made sure that they're reliable, flexible and easy to use.
Models, Materials, Sounds, Scripts, Instances and an example map are included.
What it contains:
Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf
Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset
Instances Usage:
PIPES:
use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf
- Pipes are currently only one way.
ITEM BLOCKS:
Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
$item
0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
brick_coin.vmf is a block always containing 10 Coin.
JUMP APPROXIMATION FIXER:
Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
Media:
Configuration:
You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
Here's what it includes:
Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.
Next Version:
Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported.
Download:
I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
ENJOY!
-
ZooL got a reaction from TopHATTwaffle in [CS:GO] Super Leet Maker - Mapping Pack
WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
Introduction:
After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
I've simplified their use and made sure that they're reliable, flexible and easy to use.
Models, Materials, Sounds, Scripts, Instances and an example map are included.
What it contains:
Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf
Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset
Instances Usage:
PIPES:
use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf
- Pipes are currently only one way.
ITEM BLOCKS:
Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
$item
0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
brick_coin.vmf is a block always containing 10 Coin.
JUMP APPROXIMATION FIXER:
Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
Media:
Configuration:
You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
Here's what it includes:
Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.
Next Version:
Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported.
Download:
I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
ENJOY!
-
ZooL got a reaction from Quotingmc in [CS:GO] Super Leet Maker - Mapping Pack
WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved.
The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round.
Introduction:
After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps.
I've simplified their use and made sure that they're reliable, flexible and easy to use.
Models, Materials, Sounds, Scripts, Instances and an example map are included.
What it contains:
Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf
Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset
Instances Usage:
PIPES:
use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf
- Pipes are currently only one way.
ITEM BLOCKS:
Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf
$item
0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see.
brick_coin.vmf is a block always containing 10 Coin.
JUMP APPROXIMATION FIXER:
Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances.
Media:
Configuration:
You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut
Here's what it includes:
Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes.
Next Version:
Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported.
Download:
I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page.
https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j
ENJOY!
-
ZooL got a reaction from JackT in Classic Offensive (CS:GO Mod) - We need you! [Environment Designer, Level Designer, 3D Artist] (Shared Patreon money)
Hey,
We're looking for mappers who'd like to join us making Classic Offensive a reality for everybody to enjoy on Steam.
If you like the old 2000s CS style, have free time, looking to improve, layouts aren't your thing, or contests aren't for you yet... Then this might be for you.
What's Classic Offensive?
Classic Offensive is a free mod for CS:GO I've started as a test about four years ago and attracted more attention than I expected, ending up as a full fledged mod in the end. I've released it in Beta on Christmas 2016.
The mod aims to restore the classic feeling of Counter-Strike while taking most of the improvements Global Offensive added as long as they don't break that classic feel.
You can see footage of that original version from various people:
Since the release the team has been expending and we've been working on it for about a year. Shortly after the mod release, we went for Steam Greenlight and we've got Greenlit. We've changed directions for a quality similar to what CS:GO has to offer due to the team wanting to push the boundaries for the steam release, needing us to scrap the CS:S assets and ported maps since it wouldn't fit the new fresh quality we wanted.
It is available on ModDB in its original fixed version: https://www.moddb.com/mods/counter-strike-classic-offensive
And here we are about less than three years after the initial release.
What's the goal on maps?
We've planned a few maps for release (which isn't near set yet): Dust2, Inferno, Mirage, Train and Nuke, with Inferno being the furthest map in development by poLemin, and Train by Quoting currently getting a face-lift by Grillus. Dust2 has just started, Slimek was on it right before the exotic contest. Nuke was being worked on by Quoting and stopped a year ago. In addition Quoting did a few classic fight/yard maps such as fy_poolday and fy_iceworld which look very good and are almost done. Additionally Cache has been worked on by Bezimienny aiming for it's classic CS:S theme. He's the man doing the work on bots which are to be honest better than ever on CO.
Needless to say that things have moved since a year and people have been busy. Some had to step down due to life complications, less free time and contests getting in the way leading to a slower development.
Still the most important for us is having a good time, improving and pleasing the community, that's all that matters.
Here's a preview of the said maps:
What's the goal on weapons?
We're also looking for modelers even though Ordanicu does a great job, he's overwhelmed by the 27 weapons he needs to remake on his free time. With the USP, Glock 17c, AK-47, P228, and AWP done at this time, I guess he could use some help. If you're a modeler, want to improve, have some free time, and want to give a shot at reviving the classics and you feel like CS:GO didn't do them justice in both look and feel, we beg you to contact us ( ͡° ͜ʖ ͡°)
On my side I'm currently the animator for the team, I started not so long ago and I'm still learning, I tend to tweak them from time to time when I think they feel wrong the more I improve.
Again, we're all here to improve, and make the best CS in both feel and balance which we all think we can achieve and is already feeling better than GO on some aspects.
Here's some of Ordanicu's models on my animations in action:
The whole "feeling" of the mod we're going for?
Classic for sure, we want to hit sharper than CS:GO. Weapons feels too smooth in a bad way in GO. We want the players to feel powerful with just the right dose of "Action Movie" kind of DNA that the original had and of course... Nostalgia.
We value the attention for detail for weapons as well which is something often neglected.
CS:GO's weapons for instance all feel the same, specially pistols. We want to fix all that and give all weapons a purpose and their own unique feel.
Don't get me wrong though, CS:GO is the best version of CS... but only until CO releases. ( ͡° ͜ʖ ͡°)
Examples:
What's next?
Well here I am asking for mappers and weapon modelers. And hopefully soon new devlogs on our Twitter https://twitter.com/csco_dev as our team is working on the mod.
This is the part where you come in. If you want to join us, either reply to the thread, PM me on Mapcore or on discord (ZooL#4200) we'll see what you're capable of ( ͡° ͜ʖ ͡°)
We're everyday impressed by the work we see on Mapcore and we really wish some of you guys would be interested in sharing the passion of developing Classic Offensive with us, giving the community and CS what it really deserves even though Global Offensive is already perfect.
PS: some users have asked for how much we pay and I must sadly say that it isn't much or not at all. We do this mostly by passion and money wouldn't impact our work. We're sharing Patreon money which at the end of the month isn't much for each active developer.
Here's some of our links:
https://twitter.com/csco_dev https://discordapp.com/invite/HRWRv7c https://steamcommunity.com/groups/classicoffensive https://www.moddb.com/mods/counter-strike-classic-offensive https://www.youtube.com/channel/UCspq-yxRK1uUuEJcw59JgOQ https://www.patreon.com/ClassicOffensive
Have a great summer!
-
ZooL got a reaction from Rump3L in Classic Offensive (CS:GO Mod) - We need you! [Environment Designer, Level Designer, 3D Artist] (Shared Patreon money)
Hey,
We're looking for mappers who'd like to join us making Classic Offensive a reality for everybody to enjoy on Steam.
If you like the old 2000s CS style, have free time, looking to improve, layouts aren't your thing, or contests aren't for you yet... Then this might be for you.
What's Classic Offensive?
Classic Offensive is a free mod for CS:GO I've started as a test about four years ago and attracted more attention than I expected, ending up as a full fledged mod in the end. I've released it in Beta on Christmas 2016.
The mod aims to restore the classic feeling of Counter-Strike while taking most of the improvements Global Offensive added as long as they don't break that classic feel.
You can see footage of that original version from various people:
Since the release the team has been expending and we've been working on it for about a year. Shortly after the mod release, we went for Steam Greenlight and we've got Greenlit. We've changed directions for a quality similar to what CS:GO has to offer due to the team wanting to push the boundaries for the steam release, needing us to scrap the CS:S assets and ported maps since it wouldn't fit the new fresh quality we wanted.
It is available on ModDB in its original fixed version: https://www.moddb.com/mods/counter-strike-classic-offensive
And here we are about less than three years after the initial release.
What's the goal on maps?
We've planned a few maps for release (which isn't near set yet): Dust2, Inferno, Mirage, Train and Nuke, with Inferno being the furthest map in development by poLemin, and Train by Quoting currently getting a face-lift by Grillus. Dust2 has just started, Slimek was on it right before the exotic contest. Nuke was being worked on by Quoting and stopped a year ago. In addition Quoting did a few classic fight/yard maps such as fy_poolday and fy_iceworld which look very good and are almost done. Additionally Cache has been worked on by Bezimienny aiming for it's classic CS:S theme. He's the man doing the work on bots which are to be honest better than ever on CO.
Needless to say that things have moved since a year and people have been busy. Some had to step down due to life complications, less free time and contests getting in the way leading to a slower development.
Still the most important for us is having a good time, improving and pleasing the community, that's all that matters.
Here's a preview of the said maps:
What's the goal on weapons?
We're also looking for modelers even though Ordanicu does a great job, he's overwhelmed by the 27 weapons he needs to remake on his free time. With the USP, Glock 17c, AK-47, P228, and AWP done at this time, I guess he could use some help. If you're a modeler, want to improve, have some free time, and want to give a shot at reviving the classics and you feel like CS:GO didn't do them justice in both look and feel, we beg you to contact us ( ͡° ͜ʖ ͡°)
On my side I'm currently the animator for the team, I started not so long ago and I'm still learning, I tend to tweak them from time to time when I think they feel wrong the more I improve.
Again, we're all here to improve, and make the best CS in both feel and balance which we all think we can achieve and is already feeling better than GO on some aspects.
Here's some of Ordanicu's models on my animations in action:
The whole "feeling" of the mod we're going for?
Classic for sure, we want to hit sharper than CS:GO. Weapons feels too smooth in a bad way in GO. We want the players to feel powerful with just the right dose of "Action Movie" kind of DNA that the original had and of course... Nostalgia.
We value the attention for detail for weapons as well which is something often neglected.
CS:GO's weapons for instance all feel the same, specially pistols. We want to fix all that and give all weapons a purpose and their own unique feel.
Don't get me wrong though, CS:GO is the best version of CS... but only until CO releases. ( ͡° ͜ʖ ͡°)
Examples:
What's next?
Well here I am asking for mappers and weapon modelers. And hopefully soon new devlogs on our Twitter https://twitter.com/csco_dev as our team is working on the mod.
This is the part where you come in. If you want to join us, either reply to the thread, PM me on Mapcore or on discord (ZooL#4200) we'll see what you're capable of ( ͡° ͜ʖ ͡°)
We're everyday impressed by the work we see on Mapcore and we really wish some of you guys would be interested in sharing the passion of developing Classic Offensive with us, giving the community and CS what it really deserves even though Global Offensive is already perfect.
PS: some users have asked for how much we pay and I must sadly say that it isn't much or not at all. We do this mostly by passion and money wouldn't impact our work. We're sharing Patreon money which at the end of the month isn't much for each active developer.
Here's some of our links:
https://twitter.com/csco_dev https://discordapp.com/invite/HRWRv7c https://steamcommunity.com/groups/classicoffensive https://www.moddb.com/mods/counter-strike-classic-offensive https://www.youtube.com/channel/UCspq-yxRK1uUuEJcw59JgOQ https://www.patreon.com/ClassicOffensive
Have a great summer!
-
ZooL got a reaction from poLemin in Classic Offensive (CS:GO Mod) - We need you! [Environment Designer, Level Designer, 3D Artist] (Shared Patreon money)
Hey,
We're looking for mappers who'd like to join us making Classic Offensive a reality for everybody to enjoy on Steam.
If you like the old 2000s CS style, have free time, looking to improve, layouts aren't your thing, or contests aren't for you yet... Then this might be for you.
What's Classic Offensive?
Classic Offensive is a free mod for CS:GO I've started as a test about four years ago and attracted more attention than I expected, ending up as a full fledged mod in the end. I've released it in Beta on Christmas 2016.
The mod aims to restore the classic feeling of Counter-Strike while taking most of the improvements Global Offensive added as long as they don't break that classic feel.
You can see footage of that original version from various people:
Since the release the team has been expending and we've been working on it for about a year. Shortly after the mod release, we went for Steam Greenlight and we've got Greenlit. We've changed directions for a quality similar to what CS:GO has to offer due to the team wanting to push the boundaries for the steam release, needing us to scrap the CS:S assets and ported maps since it wouldn't fit the new fresh quality we wanted.
It is available on ModDB in its original fixed version: https://www.moddb.com/mods/counter-strike-classic-offensive
And here we are about less than three years after the initial release.
What's the goal on maps?
We've planned a few maps for release (which isn't near set yet): Dust2, Inferno, Mirage, Train and Nuke, with Inferno being the furthest map in development by poLemin, and Train by Quoting currently getting a face-lift by Grillus. Dust2 has just started, Slimek was on it right before the exotic contest. Nuke was being worked on by Quoting and stopped a year ago. In addition Quoting did a few classic fight/yard maps such as fy_poolday and fy_iceworld which look very good and are almost done. Additionally Cache has been worked on by Bezimienny aiming for it's classic CS:S theme. He's the man doing the work on bots which are to be honest better than ever on CO.
Needless to say that things have moved since a year and people have been busy. Some had to step down due to life complications, less free time and contests getting in the way leading to a slower development.
Still the most important for us is having a good time, improving and pleasing the community, that's all that matters.
Here's a preview of the said maps:
What's the goal on weapons?
We're also looking for modelers even though Ordanicu does a great job, he's overwhelmed by the 27 weapons he needs to remake on his free time. With the USP, Glock 17c, AK-47, P228, and AWP done at this time, I guess he could use some help. If you're a modeler, want to improve, have some free time, and want to give a shot at reviving the classics and you feel like CS:GO didn't do them justice in both look and feel, we beg you to contact us ( ͡° ͜ʖ ͡°)
On my side I'm currently the animator for the team, I started not so long ago and I'm still learning, I tend to tweak them from time to time when I think they feel wrong the more I improve.
Again, we're all here to improve, and make the best CS in both feel and balance which we all think we can achieve and is already feeling better than GO on some aspects.
Here's some of Ordanicu's models on my animations in action:
The whole "feeling" of the mod we're going for?
Classic for sure, we want to hit sharper than CS:GO. Weapons feels too smooth in a bad way in GO. We want the players to feel powerful with just the right dose of "Action Movie" kind of DNA that the original had and of course... Nostalgia.
We value the attention for detail for weapons as well which is something often neglected.
CS:GO's weapons for instance all feel the same, specially pistols. We want to fix all that and give all weapons a purpose and their own unique feel.
Don't get me wrong though, CS:GO is the best version of CS... but only until CO releases. ( ͡° ͜ʖ ͡°)
Examples:
What's next?
Well here I am asking for mappers and weapon modelers. And hopefully soon new devlogs on our Twitter https://twitter.com/csco_dev as our team is working on the mod.
This is the part where you come in. If you want to join us, either reply to the thread, PM me on Mapcore or on discord (ZooL#4200) we'll see what you're capable of ( ͡° ͜ʖ ͡°)
We're everyday impressed by the work we see on Mapcore and we really wish some of you guys would be interested in sharing the passion of developing Classic Offensive with us, giving the community and CS what it really deserves even though Global Offensive is already perfect.
PS: some users have asked for how much we pay and I must sadly say that it isn't much or not at all. We do this mostly by passion and money wouldn't impact our work. We're sharing Patreon money which at the end of the month isn't much for each active developer.
Here's some of our links:
https://twitter.com/csco_dev https://discordapp.com/invite/HRWRv7c https://steamcommunity.com/groups/classicoffensive https://www.moddb.com/mods/counter-strike-classic-offensive https://www.youtube.com/channel/UCspq-yxRK1uUuEJcw59JgOQ https://www.patreon.com/ClassicOffensive
Have a great summer!
-
ZooL got a reaction from Serialmapper in Classic Offensive (CS:GO Mod) - We need you! [Environment Designer, Level Designer, 3D Artist] (Shared Patreon money)
Hey,
We're looking for mappers who'd like to join us making Classic Offensive a reality for everybody to enjoy on Steam.
If you like the old 2000s CS style, have free time, looking to improve, layouts aren't your thing, or contests aren't for you yet... Then this might be for you.
What's Classic Offensive?
Classic Offensive is a free mod for CS:GO I've started as a test about four years ago and attracted more attention than I expected, ending up as a full fledged mod in the end. I've released it in Beta on Christmas 2016.
The mod aims to restore the classic feeling of Counter-Strike while taking most of the improvements Global Offensive added as long as they don't break that classic feel.
You can see footage of that original version from various people:
Since the release the team has been expending and we've been working on it for about a year. Shortly after the mod release, we went for Steam Greenlight and we've got Greenlit. We've changed directions for a quality similar to what CS:GO has to offer due to the team wanting to push the boundaries for the steam release, needing us to scrap the CS:S assets and ported maps since it wouldn't fit the new fresh quality we wanted.
It is available on ModDB in its original fixed version: https://www.moddb.com/mods/counter-strike-classic-offensive
And here we are about less than three years after the initial release.
What's the goal on maps?
We've planned a few maps for release (which isn't near set yet): Dust2, Inferno, Mirage, Train and Nuke, with Inferno being the furthest map in development by poLemin, and Train by Quoting currently getting a face-lift by Grillus. Dust2 has just started, Slimek was on it right before the exotic contest. Nuke was being worked on by Quoting and stopped a year ago. In addition Quoting did a few classic fight/yard maps such as fy_poolday and fy_iceworld which look very good and are almost done. Additionally Cache has been worked on by Bezimienny aiming for it's classic CS:S theme. He's the man doing the work on bots which are to be honest better than ever on CO.
Needless to say that things have moved since a year and people have been busy. Some had to step down due to life complications, less free time and contests getting in the way leading to a slower development.
Still the most important for us is having a good time, improving and pleasing the community, that's all that matters.
Here's a preview of the said maps:
What's the goal on weapons?
We're also looking for modelers even though Ordanicu does a great job, he's overwhelmed by the 27 weapons he needs to remake on his free time. With the USP, Glock 17c, AK-47, P228, and AWP done at this time, I guess he could use some help. If you're a modeler, want to improve, have some free time, and want to give a shot at reviving the classics and you feel like CS:GO didn't do them justice in both look and feel, we beg you to contact us ( ͡° ͜ʖ ͡°)
On my side I'm currently the animator for the team, I started not so long ago and I'm still learning, I tend to tweak them from time to time when I think they feel wrong the more I improve.
Again, we're all here to improve, and make the best CS in both feel and balance which we all think we can achieve and is already feeling better than GO on some aspects.
Here's some of Ordanicu's models on my animations in action:
The whole "feeling" of the mod we're going for?
Classic for sure, we want to hit sharper than CS:GO. Weapons feels too smooth in a bad way in GO. We want the players to feel powerful with just the right dose of "Action Movie" kind of DNA that the original had and of course... Nostalgia.
We value the attention for detail for weapons as well which is something often neglected.
CS:GO's weapons for instance all feel the same, specially pistols. We want to fix all that and give all weapons a purpose and their own unique feel.
Don't get me wrong though, CS:GO is the best version of CS... but only until CO releases. ( ͡° ͜ʖ ͡°)
Examples:
What's next?
Well here I am asking for mappers and weapon modelers. And hopefully soon new devlogs on our Twitter https://twitter.com/csco_dev as our team is working on the mod.
This is the part where you come in. If you want to join us, either reply to the thread, PM me on Mapcore or on discord (ZooL#4200) we'll see what you're capable of ( ͡° ͜ʖ ͡°)
We're everyday impressed by the work we see on Mapcore and we really wish some of you guys would be interested in sharing the passion of developing Classic Offensive with us, giving the community and CS what it really deserves even though Global Offensive is already perfect.
PS: some users have asked for how much we pay and I must sadly say that it isn't much or not at all. We do this mostly by passion and money wouldn't impact our work. We're sharing Patreon money which at the end of the month isn't much for each active developer.
Here's some of our links:
https://twitter.com/csco_dev https://discordapp.com/invite/HRWRv7c https://steamcommunity.com/groups/classicoffensive https://www.moddb.com/mods/counter-strike-classic-offensive https://www.youtube.com/channel/UCspq-yxRK1uUuEJcw59JgOQ https://www.patreon.com/ClassicOffensive
Have a great summer!
-
ZooL got a reaction from Elumes in Classic Offensive (CS:GO Mod) - We need you! [Environment Designer, Level Designer, 3D Artist] (Shared Patreon money)
Hey,
We're looking for mappers who'd like to join us making Classic Offensive a reality for everybody to enjoy on Steam.
If you like the old 2000s CS style, have free time, looking to improve, layouts aren't your thing, or contests aren't for you yet... Then this might be for you.
What's Classic Offensive?
Classic Offensive is a free mod for CS:GO I've started as a test about four years ago and attracted more attention than I expected, ending up as a full fledged mod in the end. I've released it in Beta on Christmas 2016.
The mod aims to restore the classic feeling of Counter-Strike while taking most of the improvements Global Offensive added as long as they don't break that classic feel.
You can see footage of that original version from various people:
Since the release the team has been expending and we've been working on it for about a year. Shortly after the mod release, we went for Steam Greenlight and we've got Greenlit. We've changed directions for a quality similar to what CS:GO has to offer due to the team wanting to push the boundaries for the steam release, needing us to scrap the CS:S assets and ported maps since it wouldn't fit the new fresh quality we wanted.
It is available on ModDB in its original fixed version: https://www.moddb.com/mods/counter-strike-classic-offensive
And here we are about less than three years after the initial release.
What's the goal on maps?
We've planned a few maps for release (which isn't near set yet): Dust2, Inferno, Mirage, Train and Nuke, with Inferno being the furthest map in development by poLemin, and Train by Quoting currently getting a face-lift by Grillus. Dust2 has just started, Slimek was on it right before the exotic contest. Nuke was being worked on by Quoting and stopped a year ago. In addition Quoting did a few classic fight/yard maps such as fy_poolday and fy_iceworld which look very good and are almost done. Additionally Cache has been worked on by Bezimienny aiming for it's classic CS:S theme. He's the man doing the work on bots which are to be honest better than ever on CO.
Needless to say that things have moved since a year and people have been busy. Some had to step down due to life complications, less free time and contests getting in the way leading to a slower development.
Still the most important for us is having a good time, improving and pleasing the community, that's all that matters.
Here's a preview of the said maps:
What's the goal on weapons?
We're also looking for modelers even though Ordanicu does a great job, he's overwhelmed by the 27 weapons he needs to remake on his free time. With the USP, Glock 17c, AK-47, P228, and AWP done at this time, I guess he could use some help. If you're a modeler, want to improve, have some free time, and want to give a shot at reviving the classics and you feel like CS:GO didn't do them justice in both look and feel, we beg you to contact us ( ͡° ͜ʖ ͡°)
On my side I'm currently the animator for the team, I started not so long ago and I'm still learning, I tend to tweak them from time to time when I think they feel wrong the more I improve.
Again, we're all here to improve, and make the best CS in both feel and balance which we all think we can achieve and is already feeling better than GO on some aspects.
Here's some of Ordanicu's models on my animations in action:
The whole "feeling" of the mod we're going for?
Classic for sure, we want to hit sharper than CS:GO. Weapons feels too smooth in a bad way in GO. We want the players to feel powerful with just the right dose of "Action Movie" kind of DNA that the original had and of course... Nostalgia.
We value the attention for detail for weapons as well which is something often neglected.
CS:GO's weapons for instance all feel the same, specially pistols. We want to fix all that and give all weapons a purpose and their own unique feel.
Don't get me wrong though, CS:GO is the best version of CS... but only until CO releases. ( ͡° ͜ʖ ͡°)
Examples:
What's next?
Well here I am asking for mappers and weapon modelers. And hopefully soon new devlogs on our Twitter https://twitter.com/csco_dev as our team is working on the mod.
This is the part where you come in. If you want to join us, either reply to the thread, PM me on Mapcore or on discord (ZooL#4200) we'll see what you're capable of ( ͡° ͜ʖ ͡°)
We're everyday impressed by the work we see on Mapcore and we really wish some of you guys would be interested in sharing the passion of developing Classic Offensive with us, giving the community and CS what it really deserves even though Global Offensive is already perfect.
PS: some users have asked for how much we pay and I must sadly say that it isn't much or not at all. We do this mostly by passion and money wouldn't impact our work. We're sharing Patreon money which at the end of the month isn't much for each active developer.
Here's some of our links:
https://twitter.com/csco_dev https://discordapp.com/invite/HRWRv7c https://steamcommunity.com/groups/classicoffensive https://www.moddb.com/mods/counter-strike-classic-offensive https://www.youtube.com/channel/UCspq-yxRK1uUuEJcw59JgOQ https://www.patreon.com/ClassicOffensive
Have a great summer!
-
ZooL got a reaction from MrK in Classic Offensive (CS:GO Mod) - We need you! [Environment Designer, Level Designer, 3D Artist] (Shared Patreon money)
Hey,
We're looking for mappers who'd like to join us making Classic Offensive a reality for everybody to enjoy on Steam.
If you like the old 2000s CS style, have free time, looking to improve, layouts aren't your thing, or contests aren't for you yet... Then this might be for you.
What's Classic Offensive?
Classic Offensive is a free mod for CS:GO I've started as a test about four years ago and attracted more attention than I expected, ending up as a full fledged mod in the end. I've released it in Beta on Christmas 2016.
The mod aims to restore the classic feeling of Counter-Strike while taking most of the improvements Global Offensive added as long as they don't break that classic feel.
You can see footage of that original version from various people:
Since the release the team has been expending and we've been working on it for about a year. Shortly after the mod release, we went for Steam Greenlight and we've got Greenlit. We've changed directions for a quality similar to what CS:GO has to offer due to the team wanting to push the boundaries for the steam release, needing us to scrap the CS:S assets and ported maps since it wouldn't fit the new fresh quality we wanted.
It is available on ModDB in its original fixed version: https://www.moddb.com/mods/counter-strike-classic-offensive
And here we are about less than three years after the initial release.
What's the goal on maps?
We've planned a few maps for release (which isn't near set yet): Dust2, Inferno, Mirage, Train and Nuke, with Inferno being the furthest map in development by poLemin, and Train by Quoting currently getting a face-lift by Grillus. Dust2 has just started, Slimek was on it right before the exotic contest. Nuke was being worked on by Quoting and stopped a year ago. In addition Quoting did a few classic fight/yard maps such as fy_poolday and fy_iceworld which look very good and are almost done. Additionally Cache has been worked on by Bezimienny aiming for it's classic CS:S theme. He's the man doing the work on bots which are to be honest better than ever on CO.
Needless to say that things have moved since a year and people have been busy. Some had to step down due to life complications, less free time and contests getting in the way leading to a slower development.
Still the most important for us is having a good time, improving and pleasing the community, that's all that matters.
Here's a preview of the said maps:
What's the goal on weapons?
We're also looking for modelers even though Ordanicu does a great job, he's overwhelmed by the 27 weapons he needs to remake on his free time. With the USP, Glock 17c, AK-47, P228, and AWP done at this time, I guess he could use some help. If you're a modeler, want to improve, have some free time, and want to give a shot at reviving the classics and you feel like CS:GO didn't do them justice in both look and feel, we beg you to contact us ( ͡° ͜ʖ ͡°)
On my side I'm currently the animator for the team, I started not so long ago and I'm still learning, I tend to tweak them from time to time when I think they feel wrong the more I improve.
Again, we're all here to improve, and make the best CS in both feel and balance which we all think we can achieve and is already feeling better than GO on some aspects.
Here's some of Ordanicu's models on my animations in action:
The whole "feeling" of the mod we're going for?
Classic for sure, we want to hit sharper than CS:GO. Weapons feels too smooth in a bad way in GO. We want the players to feel powerful with just the right dose of "Action Movie" kind of DNA that the original had and of course... Nostalgia.
We value the attention for detail for weapons as well which is something often neglected.
CS:GO's weapons for instance all feel the same, specially pistols. We want to fix all that and give all weapons a purpose and their own unique feel.
Don't get me wrong though, CS:GO is the best version of CS... but only until CO releases. ( ͡° ͜ʖ ͡°)
Examples:
What's next?
Well here I am asking for mappers and weapon modelers. And hopefully soon new devlogs on our Twitter https://twitter.com/csco_dev as our team is working on the mod.
This is the part where you come in. If you want to join us, either reply to the thread, PM me on Mapcore or on discord (ZooL#4200) we'll see what you're capable of ( ͡° ͜ʖ ͡°)
We're everyday impressed by the work we see on Mapcore and we really wish some of you guys would be interested in sharing the passion of developing Classic Offensive with us, giving the community and CS what it really deserves even though Global Offensive is already perfect.
PS: some users have asked for how much we pay and I must sadly say that it isn't much or not at all. We do this mostly by passion and money wouldn't impact our work. We're sharing Patreon money which at the end of the month isn't much for each active developer.
Here's some of our links:
https://twitter.com/csco_dev https://discordapp.com/invite/HRWRv7c https://steamcommunity.com/groups/classicoffensive https://www.moddb.com/mods/counter-strike-classic-offensive https://www.youtube.com/channel/UCspq-yxRK1uUuEJcw59JgOQ https://www.patreon.com/ClassicOffensive
Have a great summer!
-
ZooL got a reaction from SlothSquadron in Classic Offensive (CS:GO Mod) - We need you! [Environment Designer, Level Designer, 3D Artist] (Shared Patreon money)
Hey,
We're looking for mappers who'd like to join us making Classic Offensive a reality for everybody to enjoy on Steam.
If you like the old 2000s CS style, have free time, looking to improve, layouts aren't your thing, or contests aren't for you yet... Then this might be for you.
What's Classic Offensive?
Classic Offensive is a free mod for CS:GO I've started as a test about four years ago and attracted more attention than I expected, ending up as a full fledged mod in the end. I've released it in Beta on Christmas 2016.
The mod aims to restore the classic feeling of Counter-Strike while taking most of the improvements Global Offensive added as long as they don't break that classic feel.
You can see footage of that original version from various people:
Since the release the team has been expending and we've been working on it for about a year. Shortly after the mod release, we went for Steam Greenlight and we've got Greenlit. We've changed directions for a quality similar to what CS:GO has to offer due to the team wanting to push the boundaries for the steam release, needing us to scrap the CS:S assets and ported maps since it wouldn't fit the new fresh quality we wanted.
It is available on ModDB in its original fixed version: https://www.moddb.com/mods/counter-strike-classic-offensive
And here we are about less than three years after the initial release.
What's the goal on maps?
We've planned a few maps for release (which isn't near set yet): Dust2, Inferno, Mirage, Train and Nuke, with Inferno being the furthest map in development by poLemin, and Train by Quoting currently getting a face-lift by Grillus. Dust2 has just started, Slimek was on it right before the exotic contest. Nuke was being worked on by Quoting and stopped a year ago. In addition Quoting did a few classic fight/yard maps such as fy_poolday and fy_iceworld which look very good and are almost done. Additionally Cache has been worked on by Bezimienny aiming for it's classic CS:S theme. He's the man doing the work on bots which are to be honest better than ever on CO.
Needless to say that things have moved since a year and people have been busy. Some had to step down due to life complications, less free time and contests getting in the way leading to a slower development.
Still the most important for us is having a good time, improving and pleasing the community, that's all that matters.
Here's a preview of the said maps:
What's the goal on weapons?
We're also looking for modelers even though Ordanicu does a great job, he's overwhelmed by the 27 weapons he needs to remake on his free time. With the USP, Glock 17c, AK-47, P228, and AWP done at this time, I guess he could use some help. If you're a modeler, want to improve, have some free time, and want to give a shot at reviving the classics and you feel like CS:GO didn't do them justice in both look and feel, we beg you to contact us ( ͡° ͜ʖ ͡°)
On my side I'm currently the animator for the team, I started not so long ago and I'm still learning, I tend to tweak them from time to time when I think they feel wrong the more I improve.
Again, we're all here to improve, and make the best CS in both feel and balance which we all think we can achieve and is already feeling better than GO on some aspects.
Here's some of Ordanicu's models on my animations in action:
The whole "feeling" of the mod we're going for?
Classic for sure, we want to hit sharper than CS:GO. Weapons feels too smooth in a bad way in GO. We want the players to feel powerful with just the right dose of "Action Movie" kind of DNA that the original had and of course... Nostalgia.
We value the attention for detail for weapons as well which is something often neglected.
CS:GO's weapons for instance all feel the same, specially pistols. We want to fix all that and give all weapons a purpose and their own unique feel.
Don't get me wrong though, CS:GO is the best version of CS... but only until CO releases. ( ͡° ͜ʖ ͡°)
Examples:
What's next?
Well here I am asking for mappers and weapon modelers. And hopefully soon new devlogs on our Twitter https://twitter.com/csco_dev as our team is working on the mod.
This is the part where you come in. If you want to join us, either reply to the thread, PM me on Mapcore or on discord (ZooL#4200) we'll see what you're capable of ( ͡° ͜ʖ ͡°)
We're everyday impressed by the work we see on Mapcore and we really wish some of you guys would be interested in sharing the passion of developing Classic Offensive with us, giving the community and CS what it really deserves even though Global Offensive is already perfect.
PS: some users have asked for how much we pay and I must sadly say that it isn't much or not at all. We do this mostly by passion and money wouldn't impact our work. We're sharing Patreon money which at the end of the month isn't much for each active developer.
Here's some of our links:
https://twitter.com/csco_dev https://discordapp.com/invite/HRWRv7c https://steamcommunity.com/groups/classicoffensive https://www.moddb.com/mods/counter-strike-classic-offensive https://www.youtube.com/channel/UCspq-yxRK1uUuEJcw59JgOQ https://www.patreon.com/ClassicOffensive
Have a great summer!
-
ZooL got a reaction from Fnugz in Classic Offensive (CS:GO Mod) - We need you! [Environment Designer, Level Designer, 3D Artist] (Shared Patreon money)
Hey,
We're looking for mappers who'd like to join us making Classic Offensive a reality for everybody to enjoy on Steam.
If you like the old 2000s CS style, have free time, looking to improve, layouts aren't your thing, or contests aren't for you yet... Then this might be for you.
What's Classic Offensive?
Classic Offensive is a free mod for CS:GO I've started as a test about four years ago and attracted more attention than I expected, ending up as a full fledged mod in the end. I've released it in Beta on Christmas 2016.
The mod aims to restore the classic feeling of Counter-Strike while taking most of the improvements Global Offensive added as long as they don't break that classic feel.
You can see footage of that original version from various people:
Since the release the team has been expending and we've been working on it for about a year. Shortly after the mod release, we went for Steam Greenlight and we've got Greenlit. We've changed directions for a quality similar to what CS:GO has to offer due to the team wanting to push the boundaries for the steam release, needing us to scrap the CS:S assets and ported maps since it wouldn't fit the new fresh quality we wanted.
It is available on ModDB in its original fixed version: https://www.moddb.com/mods/counter-strike-classic-offensive
And here we are about less than three years after the initial release.
What's the goal on maps?
We've planned a few maps for release (which isn't near set yet): Dust2, Inferno, Mirage, Train and Nuke, with Inferno being the furthest map in development by poLemin, and Train by Quoting currently getting a face-lift by Grillus. Dust2 has just started, Slimek was on it right before the exotic contest. Nuke was being worked on by Quoting and stopped a year ago. In addition Quoting did a few classic fight/yard maps such as fy_poolday and fy_iceworld which look very good and are almost done. Additionally Cache has been worked on by Bezimienny aiming for it's classic CS:S theme. He's the man doing the work on bots which are to be honest better than ever on CO.
Needless to say that things have moved since a year and people have been busy. Some had to step down due to life complications, less free time and contests getting in the way leading to a slower development.
Still the most important for us is having a good time, improving and pleasing the community, that's all that matters.
Here's a preview of the said maps:
What's the goal on weapons?
We're also looking for modelers even though Ordanicu does a great job, he's overwhelmed by the 27 weapons he needs to remake on his free time. With the USP, Glock 17c, AK-47, P228, and AWP done at this time, I guess he could use some help. If you're a modeler, want to improve, have some free time, and want to give a shot at reviving the classics and you feel like CS:GO didn't do them justice in both look and feel, we beg you to contact us ( ͡° ͜ʖ ͡°)
On my side I'm currently the animator for the team, I started not so long ago and I'm still learning, I tend to tweak them from time to time when I think they feel wrong the more I improve.
Again, we're all here to improve, and make the best CS in both feel and balance which we all think we can achieve and is already feeling better than GO on some aspects.
Here's some of Ordanicu's models on my animations in action:
The whole "feeling" of the mod we're going for?
Classic for sure, we want to hit sharper than CS:GO. Weapons feels too smooth in a bad way in GO. We want the players to feel powerful with just the right dose of "Action Movie" kind of DNA that the original had and of course... Nostalgia.
We value the attention for detail for weapons as well which is something often neglected.
CS:GO's weapons for instance all feel the same, specially pistols. We want to fix all that and give all weapons a purpose and their own unique feel.
Don't get me wrong though, CS:GO is the best version of CS... but only until CO releases. ( ͡° ͜ʖ ͡°)
Examples:
What's next?
Well here I am asking for mappers and weapon modelers. And hopefully soon new devlogs on our Twitter https://twitter.com/csco_dev as our team is working on the mod.
This is the part where you come in. If you want to join us, either reply to the thread, PM me on Mapcore or on discord (ZooL#4200) we'll see what you're capable of ( ͡° ͜ʖ ͡°)
We're everyday impressed by the work we see on Mapcore and we really wish some of you guys would be interested in sharing the passion of developing Classic Offensive with us, giving the community and CS what it really deserves even though Global Offensive is already perfect.
PS: some users have asked for how much we pay and I must sadly say that it isn't much or not at all. We do this mostly by passion and money wouldn't impact our work. We're sharing Patreon money which at the end of the month isn't much for each active developer.
Here's some of our links:
https://twitter.com/csco_dev https://discordapp.com/invite/HRWRv7c https://steamcommunity.com/groups/classicoffensive https://www.moddb.com/mods/counter-strike-classic-offensive https://www.youtube.com/channel/UCspq-yxRK1uUuEJcw59JgOQ https://www.patreon.com/ClassicOffensive
Have a great summer!
-
ZooL got a reaction from jd40 in Classic Offensive (CS:GO Mod) - We need you! [Environment Designer, Level Designer, 3D Artist] (Shared Patreon money)
Hey,
We're looking for mappers who'd like to join us making Classic Offensive a reality for everybody to enjoy on Steam.
If you like the old 2000s CS style, have free time, looking to improve, layouts aren't your thing, or contests aren't for you yet... Then this might be for you.
What's Classic Offensive?
Classic Offensive is a free mod for CS:GO I've started as a test about four years ago and attracted more attention than I expected, ending up as a full fledged mod in the end. I've released it in Beta on Christmas 2016.
The mod aims to restore the classic feeling of Counter-Strike while taking most of the improvements Global Offensive added as long as they don't break that classic feel.
You can see footage of that original version from various people:
Since the release the team has been expending and we've been working on it for about a year. Shortly after the mod release, we went for Steam Greenlight and we've got Greenlit. We've changed directions for a quality similar to what CS:GO has to offer due to the team wanting to push the boundaries for the steam release, needing us to scrap the CS:S assets and ported maps since it wouldn't fit the new fresh quality we wanted.
It is available on ModDB in its original fixed version: https://www.moddb.com/mods/counter-strike-classic-offensive
And here we are about less than three years after the initial release.
What's the goal on maps?
We've planned a few maps for release (which isn't near set yet): Dust2, Inferno, Mirage, Train and Nuke, with Inferno being the furthest map in development by poLemin, and Train by Quoting currently getting a face-lift by Grillus. Dust2 has just started, Slimek was on it right before the exotic contest. Nuke was being worked on by Quoting and stopped a year ago. In addition Quoting did a few classic fight/yard maps such as fy_poolday and fy_iceworld which look very good and are almost done. Additionally Cache has been worked on by Bezimienny aiming for it's classic CS:S theme. He's the man doing the work on bots which are to be honest better than ever on CO.
Needless to say that things have moved since a year and people have been busy. Some had to step down due to life complications, less free time and contests getting in the way leading to a slower development.
Still the most important for us is having a good time, improving and pleasing the community, that's all that matters.
Here's a preview of the said maps:
What's the goal on weapons?
We're also looking for modelers even though Ordanicu does a great job, he's overwhelmed by the 27 weapons he needs to remake on his free time. With the USP, Glock 17c, AK-47, P228, and AWP done at this time, I guess he could use some help. If you're a modeler, want to improve, have some free time, and want to give a shot at reviving the classics and you feel like CS:GO didn't do them justice in both look and feel, we beg you to contact us ( ͡° ͜ʖ ͡°)
On my side I'm currently the animator for the team, I started not so long ago and I'm still learning, I tend to tweak them from time to time when I think they feel wrong the more I improve.
Again, we're all here to improve, and make the best CS in both feel and balance which we all think we can achieve and is already feeling better than GO on some aspects.
Here's some of Ordanicu's models on my animations in action:
The whole "feeling" of the mod we're going for?
Classic for sure, we want to hit sharper than CS:GO. Weapons feels too smooth in a bad way in GO. We want the players to feel powerful with just the right dose of "Action Movie" kind of DNA that the original had and of course... Nostalgia.
We value the attention for detail for weapons as well which is something often neglected.
CS:GO's weapons for instance all feel the same, specially pistols. We want to fix all that and give all weapons a purpose and their own unique feel.
Don't get me wrong though, CS:GO is the best version of CS... but only until CO releases. ( ͡° ͜ʖ ͡°)
Examples:
What's next?
Well here I am asking for mappers and weapon modelers. And hopefully soon new devlogs on our Twitter https://twitter.com/csco_dev as our team is working on the mod.
This is the part where you come in. If you want to join us, either reply to the thread, PM me on Mapcore or on discord (ZooL#4200) we'll see what you're capable of ( ͡° ͜ʖ ͡°)
We're everyday impressed by the work we see on Mapcore and we really wish some of you guys would be interested in sharing the passion of developing Classic Offensive with us, giving the community and CS what it really deserves even though Global Offensive is already perfect.
PS: some users have asked for how much we pay and I must sadly say that it isn't much or not at all. We do this mostly by passion and money wouldn't impact our work. We're sharing Patreon money which at the end of the month isn't much for each active developer.
Here's some of our links:
https://twitter.com/csco_dev https://discordapp.com/invite/HRWRv7c https://steamcommunity.com/groups/classicoffensive https://www.moddb.com/mods/counter-strike-classic-offensive https://www.youtube.com/channel/UCspq-yxRK1uUuEJcw59JgOQ https://www.patreon.com/ClassicOffensive
Have a great summer!
-
ZooL got a reaction from GrillusRetardus in Classic Offensive (CS:GO Mod) - We need you! [Environment Designer, Level Designer, 3D Artist] (Shared Patreon money)
Hey,
We're looking for mappers who'd like to join us making Classic Offensive a reality for everybody to enjoy on Steam.
If you like the old 2000s CS style, have free time, looking to improve, layouts aren't your thing, or contests aren't for you yet... Then this might be for you.
What's Classic Offensive?
Classic Offensive is a free mod for CS:GO I've started as a test about four years ago and attracted more attention than I expected, ending up as a full fledged mod in the end. I've released it in Beta on Christmas 2016.
The mod aims to restore the classic feeling of Counter-Strike while taking most of the improvements Global Offensive added as long as they don't break that classic feel.
You can see footage of that original version from various people:
Since the release the team has been expending and we've been working on it for about a year. Shortly after the mod release, we went for Steam Greenlight and we've got Greenlit. We've changed directions for a quality similar to what CS:GO has to offer due to the team wanting to push the boundaries for the steam release, needing us to scrap the CS:S assets and ported maps since it wouldn't fit the new fresh quality we wanted.
It is available on ModDB in its original fixed version: https://www.moddb.com/mods/counter-strike-classic-offensive
And here we are about less than three years after the initial release.
What's the goal on maps?
We've planned a few maps for release (which isn't near set yet): Dust2, Inferno, Mirage, Train and Nuke, with Inferno being the furthest map in development by poLemin, and Train by Quoting currently getting a face-lift by Grillus. Dust2 has just started, Slimek was on it right before the exotic contest. Nuke was being worked on by Quoting and stopped a year ago. In addition Quoting did a few classic fight/yard maps such as fy_poolday and fy_iceworld which look very good and are almost done. Additionally Cache has been worked on by Bezimienny aiming for it's classic CS:S theme. He's the man doing the work on bots which are to be honest better than ever on CO.
Needless to say that things have moved since a year and people have been busy. Some had to step down due to life complications, less free time and contests getting in the way leading to a slower development.
Still the most important for us is having a good time, improving and pleasing the community, that's all that matters.
Here's a preview of the said maps:
What's the goal on weapons?
We're also looking for modelers even though Ordanicu does a great job, he's overwhelmed by the 27 weapons he needs to remake on his free time. With the USP, Glock 17c, AK-47, P228, and AWP done at this time, I guess he could use some help. If you're a modeler, want to improve, have some free time, and want to give a shot at reviving the classics and you feel like CS:GO didn't do them justice in both look and feel, we beg you to contact us ( ͡° ͜ʖ ͡°)
On my side I'm currently the animator for the team, I started not so long ago and I'm still learning, I tend to tweak them from time to time when I think they feel wrong the more I improve.
Again, we're all here to improve, and make the best CS in both feel and balance which we all think we can achieve and is already feeling better than GO on some aspects.
Here's some of Ordanicu's models on my animations in action:
The whole "feeling" of the mod we're going for?
Classic for sure, we want to hit sharper than CS:GO. Weapons feels too smooth in a bad way in GO. We want the players to feel powerful with just the right dose of "Action Movie" kind of DNA that the original had and of course... Nostalgia.
We value the attention for detail for weapons as well which is something often neglected.
CS:GO's weapons for instance all feel the same, specially pistols. We want to fix all that and give all weapons a purpose and their own unique feel.
Don't get me wrong though, CS:GO is the best version of CS... but only until CO releases. ( ͡° ͜ʖ ͡°)
Examples:
What's next?
Well here I am asking for mappers and weapon modelers. And hopefully soon new devlogs on our Twitter https://twitter.com/csco_dev as our team is working on the mod.
This is the part where you come in. If you want to join us, either reply to the thread, PM me on Mapcore or on discord (ZooL#4200) we'll see what you're capable of ( ͡° ͜ʖ ͡°)
We're everyday impressed by the work we see on Mapcore and we really wish some of you guys would be interested in sharing the passion of developing Classic Offensive with us, giving the community and CS what it really deserves even though Global Offensive is already perfect.
PS: some users have asked for how much we pay and I must sadly say that it isn't much or not at all. We do this mostly by passion and money wouldn't impact our work. We're sharing Patreon money which at the end of the month isn't much for each active developer.
Here's some of our links:
https://twitter.com/csco_dev https://discordapp.com/invite/HRWRv7c https://steamcommunity.com/groups/classicoffensive https://www.moddb.com/mods/counter-strike-classic-offensive https://www.youtube.com/channel/UCspq-yxRK1uUuEJcw59JgOQ https://www.patreon.com/ClassicOffensive
Have a great summer!
-
ZooL got a reaction from Ordanicu in Classic Offensive (CS:GO Mod) - We need you! [Environment Designer, Level Designer, 3D Artist] (Shared Patreon money)
Hey,
We're looking for mappers who'd like to join us making Classic Offensive a reality for everybody to enjoy on Steam.
If you like the old 2000s CS style, have free time, looking to improve, layouts aren't your thing, or contests aren't for you yet... Then this might be for you.
What's Classic Offensive?
Classic Offensive is a free mod for CS:GO I've started as a test about four years ago and attracted more attention than I expected, ending up as a full fledged mod in the end. I've released it in Beta on Christmas 2016.
The mod aims to restore the classic feeling of Counter-Strike while taking most of the improvements Global Offensive added as long as they don't break that classic feel.
You can see footage of that original version from various people:
Since the release the team has been expending and we've been working on it for about a year. Shortly after the mod release, we went for Steam Greenlight and we've got Greenlit. We've changed directions for a quality similar to what CS:GO has to offer due to the team wanting to push the boundaries for the steam release, needing us to scrap the CS:S assets and ported maps since it wouldn't fit the new fresh quality we wanted.
It is available on ModDB in its original fixed version: https://www.moddb.com/mods/counter-strike-classic-offensive
And here we are about less than three years after the initial release.
What's the goal on maps?
We've planned a few maps for release (which isn't near set yet): Dust2, Inferno, Mirage, Train and Nuke, with Inferno being the furthest map in development by poLemin, and Train by Quoting currently getting a face-lift by Grillus. Dust2 has just started, Slimek was on it right before the exotic contest. Nuke was being worked on by Quoting and stopped a year ago. In addition Quoting did a few classic fight/yard maps such as fy_poolday and fy_iceworld which look very good and are almost done. Additionally Cache has been worked on by Bezimienny aiming for it's classic CS:S theme. He's the man doing the work on bots which are to be honest better than ever on CO.
Needless to say that things have moved since a year and people have been busy. Some had to step down due to life complications, less free time and contests getting in the way leading to a slower development.
Still the most important for us is having a good time, improving and pleasing the community, that's all that matters.
Here's a preview of the said maps:
What's the goal on weapons?
We're also looking for modelers even though Ordanicu does a great job, he's overwhelmed by the 27 weapons he needs to remake on his free time. With the USP, Glock 17c, AK-47, P228, and AWP done at this time, I guess he could use some help. If you're a modeler, want to improve, have some free time, and want to give a shot at reviving the classics and you feel like CS:GO didn't do them justice in both look and feel, we beg you to contact us ( ͡° ͜ʖ ͡°)
On my side I'm currently the animator for the team, I started not so long ago and I'm still learning, I tend to tweak them from time to time when I think they feel wrong the more I improve.
Again, we're all here to improve, and make the best CS in both feel and balance which we all think we can achieve and is already feeling better than GO on some aspects.
Here's some of Ordanicu's models on my animations in action:
The whole "feeling" of the mod we're going for?
Classic for sure, we want to hit sharper than CS:GO. Weapons feels too smooth in a bad way in GO. We want the players to feel powerful with just the right dose of "Action Movie" kind of DNA that the original had and of course... Nostalgia.
We value the attention for detail for weapons as well which is something often neglected.
CS:GO's weapons for instance all feel the same, specially pistols. We want to fix all that and give all weapons a purpose and their own unique feel.
Don't get me wrong though, CS:GO is the best version of CS... but only until CO releases. ( ͡° ͜ʖ ͡°)
Examples:
What's next?
Well here I am asking for mappers and weapon modelers. And hopefully soon new devlogs on our Twitter https://twitter.com/csco_dev as our team is working on the mod.
This is the part where you come in. If you want to join us, either reply to the thread, PM me on Mapcore or on discord (ZooL#4200) we'll see what you're capable of ( ͡° ͜ʖ ͡°)
We're everyday impressed by the work we see on Mapcore and we really wish some of you guys would be interested in sharing the passion of developing Classic Offensive with us, giving the community and CS what it really deserves even though Global Offensive is already perfect.
PS: some users have asked for how much we pay and I must sadly say that it isn't much or not at all. We do this mostly by passion and money wouldn't impact our work. We're sharing Patreon money which at the end of the month isn't much for each active developer.
Here's some of our links:
https://twitter.com/csco_dev https://discordapp.com/invite/HRWRv7c https://steamcommunity.com/groups/classicoffensive https://www.moddb.com/mods/counter-strike-classic-offensive https://www.youtube.com/channel/UCspq-yxRK1uUuEJcw59JgOQ https://www.patreon.com/ClassicOffensive
Have a great summer!