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T-Rexer

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T-Rexer last won the day on August 30 2021

T-Rexer had the most liked content!

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About T-Rexer

  • Birthday 02/01/2001

Online IDs

  • Discord
    T-R3x3r#6686
  • Battlenet
    TRexer#21352
  • Origin
    T-Rexer2001
  • PlayStation Network
    T-Rexer2001
  • Steam
    https://steamcommunity.com/id/T-Rexer2001/
  • Twitter URL
    https://twitter.com/TR3x3r

Profile Information

  • Real Name
    Simon
  • Location
    Germany

Recent Profile Visitors

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  1. thanks! The openness has not been an issue in any game that has been played on it.
  2. Small update for the Mapcore Hub players this week: After 10 games I played, it was obvious that B site was a little too hectic and cluttered with cover, which led to the feeling that it felt quite small in places and you did not know where to play from. To address this, I made some changes to the cover there as can be seen below. Also added a crate in CT spawn as some fights happened there in retake situations.
  3. Here is a consolidated post on some of the updates we have done to the map: - changes to mid pathing - completely reworked B connector - changed B site - smaller changes around the map, such as better utility opportunities
  4. Welcome to Gibraltar! Today we are releasing the first version of de_stronghold, a 5v5 defuse map set on the rock of Gibraltar. Fight between the historic castle fortifications and the WW2 military bunkers, all connected by Gibraltar's famous tunnel network. All feedback is welcome and we will be iterating on this layout throughout the next weeks leading up to the Faceit Hub placement in Batch 3. Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3262011327 Team: @Squidski, @Haaselh0ff and @Kale
  5. Welcome back mate! Looking forward to your map
  6. Someone doing this theme finally! Good luck mate!
  7. Workshop I plan on making a map set on Gibraltar, up the mountain. Mainly inspired by the COD WW2 map set there, but in a modern-day setting. I planned on converting one of my old layouts for this theme a while ago but since that never went anywhere, I will now be starting over with a new layout and just taking the best ideas of the old one. I plan on integrating the theme deeply into the level design. My current idea is to make one of the bombsites based around the round shape of an artillery position with a massive gun above the playspace. The level will also include parts of the famous underground tunnels on Gibraltar. A little mood board:
  8. Ahh yes. Andi took the laser cutter to the bridge. We will replace it down the line, but it doesnt seem like we need to update it any time soon since it is not going ingame right now.
  9. Wow, thanks for the feedback. We have fixed some of those things in the first patch already but we’ll check if there is anything we missed!
  10. Thanks for the input! you are right, we actually had a blend texture there and those walls are still displacements but we swicthed the texture at one point that wasnt a blend texture. Will fix that!
  11. The Danger Zone experiment returns to the sun soaked hills of southern Italy. Between scenic towns and ancient ruins, fight to survive and be the last man standing. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2587298130 Made by: Hasselh0ff, KlixX, Seth, Quotingm Slimek, Andi, Squidski and T-R3x3r
  12. We started working on a new map for Danger Zone a while ago and it is now in a state where it is playable, yet far from being finished. The map is set in Tuscany, Italy and is a departure from the usual toned down visual style of Danger Zone map to something more vivid and vibrant. We will try to make it quite colorful and unique compared to all other Danger Zone maps. The team working on the map consists of Squink, Squidski, Hasselhoff, Seth, Slimek, Quoting and T-R3x3r. Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2403831979
  13. dz_Frostbite has been officially added to the game as part of Operation Broken Fang http://counter-strike.net/brokenfang
  14. Frostbite Update 4-7 We have continued to remake pretty much the entire map and this time we took on the ski lift buildings :D. The old and blocky buildings were replaced with completely new ones that not only look much better but should also offer more unique gameplay possibilities. Patch notes: [General] - Remade ski lift buildings for improved gameplay and visuals [Ski Slopes] - Adjusted ski flags and color coded each slope [Town] - Remade the centerpiece statue [Radio] - Fixed railing collision and clipping [Misc] - Moved porta potty to Construction - Adjusted handrails (thanks poLemin) - Fixed visual errors in certain buildings - Various changes to prop fade distances throughout the map - Fixed rare cases of floating grass - Fixed various terrain issues - Fixed certain texture blends - Fixed visual inconsistencies - Glass on top of the middle ski lift building no longer sounds like concrete - Fixed missing brush face on a house porch. Pictures of the new lifts:
  15. Frostbite Update 3 We could finally update frostbite today with an update that has been long in the works, but was delayed due to the wingman contest. It is now finally out and it’s a big one! We addressed a lot of the feedback from the start that everything looks a bit too similar, therefore we redesigned parts of the map with new buildings and structures that better fit into the environment. Additionally, we fixed tons a small issues and improved gameplay with more cover in open areas and finally fixed the drones on the workshop version of the map! I would say the map is now in a state, we had originally intended it to be in. There are some issues on the current version we are aware of, but please feel free to share everything you find here. Patch notes: [General] - Made rock and cliff collision models more accurate - Tweaked map boundary rock formations and clipping - Added rocks and fences to some areas to break up open spaces with no cover - Reworked several buildings around the ski slope to be more unique based on feedback - Fixed strange z-fighting issue with some of the cabin buildings on nonstandard resolutions - Adjusted weapon crate spawn locations in some areas of the map and added more to others - Improved visual look and feel of various areas [Cove] - Slightly rotated turret hut [Tunnels] - Adjusted func_tablet_blocker under ladder entrances [Village] - Adjusted fence to allow entrance from the ski slope - Made the snow on the roofs fluffy and smooth to walk on [Shack] - Added ladder to reach balcony [Radar] - Added stairs for better movement [Misc] - Drones now work in the Workshop version of the map - Player controlled drones are now stopped at the map boundaries - Raised some fences that were buried in snow - Added some trees all across the map - Adjusted prop fade distance on some props - Various minor fixes to misaligned props - Connected more of the map to the power grid Pictures of some of the new buildings:
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