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About Viiconov

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  • Real Name
    Victor Voermans
  • Location
    The Netherlands

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  1. I wasn't expecting such a lovely comment! Thank you
  2. The deadline is getting close, so here's what's up with me and my map. The playable area of the map is done, and the level of detail is roughly the same everywhere, apart from the background mountains, which turned out to be a lot harder to make than I expected. Still I'm leaving it here, because I've run out of motivation for it. I'm not even sure whether my bombsites are any good, so I can't justify putting any more work into it. I guess I see this as a "proof of concept" for a map. Or somthing like that. Anyway, here's a link to its Workshop page, if you're interested.
  3. The Ts do have a safe route to A: that's the underpass. As for flashes and smokes, I'm keeping them in for now just like the many wallbangs: I'd rather have too much now and remove them later than not have enough to start with.
  4. I finally got round to making a radar with TAR: Unfortunately I had to hide most of the underpass, because otherwise the overview would look like a confusing mess. Maybe some day I'll make a second level for it like bombsite B in Nuke.
  5. Another update! (Again, it's been a while.) I've mostly been working on the CT side of the map, but Top Mid and the building at B (including its interior and the underpass) have also changed. It's still far from done, but have some more screenshots: (Also I've discovered that rendering half a map can lead to modern art.)
  6. It's been a while! I can't remember it exactly, but during August I didn't work too much on the map because my motivation for it had ebbed away, but recently I started working on it again, though slowly. I've added a placeholder 3D skybox around half the map to make it feel more cozy, but more importantly, I've given the accessible central building (I'll think of a nickname for it) a general shape, so that there's some actual architecture going on there: (The interior of the building is still horribly empty for the moment, but I thought it had been long enough since my
  7. Thanks for your enthusiasm, it's nice to see! I've updated the Workshop version, now I'm waiting for it to be approved.
  8. More progress, more screenshots! I've been detailing the buildings at Bombsite A: The floor and the cover and the background of the bombsite still have to be done, but I think I'll first be moving to the other parts of the map to get them up to the same level as this, to get a sense of what the town as a whole will look like.
  9. This looks really cool! Especially just looking at that last screenshot makes me feel happy. Using the tower as story and as a visual theme really makes it all feel like a real place. It's inspiring to see!
  10. I've made some progress on the accessible building at Bombsite A, taking inspiration from Nuke and Classic Offensive's fy_iceworld: For a moment I doubted whether the theme would look nice at all, but then I added some placeholder snow heaps in the background and I'm quite happy with that. The interior of the building is now pretty much empty, because otherwise I think it would be too easy for a Terrorist to camp in it while the last CT nervously attempts to defuse his bomb. Here are some more screenshots:
  11. Hi guys, I'm back from a rather long holiday, so after a month of silence, here's an update about the map. First I'll moan about dead space, then I'll talk about the theme. Dead space I've tried to make the connections between areas as direct and straightforward as I could to motivate people to take those routes. A good example is the thin wall that separates Bombsite B from Mid. I feared that if I'd make some sort of corridor form Mid to the bombsite, the Terrorists wouldn't naturally gravitate towards that route because the bombsite would feel so far away. Making players intuatively g
  12. I've released a small update to the Workshop: v2 changes that corner above to something slightly different (I managed to improve it a bit), and there's also some new cover in the Garage at Bombsite A, and some signage at T Spawn, all thanks to the feedback of Interfearance. Here's an updated overview: Also I found out that the bottom of the CT ramp in Mid can easily be smoked from the Terrorists' side of Mid, so I guess that balances things out.
  13. Thanks for your feedback! The staircase and the signage I will surely adress in later versions, and I also feel like there’s a lack of cover there at A site, so I’ll see what I can do there, too. The head peeking problem is much bigger, I’m afraid. In v1, CTs at the bottom of the ramp can see too much with just their heads exposed. For v2, I’ve added a crate that obstructs vision from the bottom of the ramp to where the Terrorists enter Mid, and I’ve also changed the corner next to the bottom ramp, as you can see on the screenshot below. But CTs at the bottom there can still head peek eas
  14. Hi guys! I have to admit that I’m not very active here on Mapcore, but this contest has motivated me to finally make a 5v5 map for Counter-Strike, which is something I’ve been failing at for a very long time, but now I’ve finally managed to finish a greybox for a defuse map, and for the moment I'm calling it "Patoosh". I didn’t make the layout with a particular theme in mind, but I’ve got some ideas in the back of my head. Here’s an overview of the map: That overview doesn’t look as satisfying as I thought it would. In fact, it looks a bit chaotic, doesn’t it? Anyway, it doesn’t feel
  15. I've updated the map! Reddit user u/rqAUOpiulukjhg (great name) pointed out, among other things, that the Outside area (the main T route into the bombsite; on the right-hand side on the overview) was... "wasted space". He's right, I realised, so I shifted the CT spawn closer to the bombsite, so that they can get to Outside before Terrorists come pooring in. I've actually redesigned the whole of CT spawn to give it more "character", and to make it less open. Below is a before/after comparison between version 1 en version 2. Again, please tell me what you think! I really want t
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