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fewseb last won the day on May 6

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About fewseb

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  1. Not with windows 10, not anymore anyway, you have to go download it from the windows site and reportedly there's a chance that it just wont work even if you install it.
  2. fewseb

    [CSGO] de_ruby

    I mean ruby was already in the game
  3. I recently overhauled this building in my current project, the building is owned by a design agency and the original exterior reflected a common design I found used among design agency's in Arizona, which is where my map takes place. Over time however I found the exterior to be lacking do in part to how different it was to every other building around it, it didnt fit in with its surroundings. Where as every other building I had based off old and worn storefronts from older districts inside a city, the buildings I took inspiration from while making the agency building were almost always out away the city and were newer. For a while I wasnt sure how I could make the building fit in better given how much of its design was founded on gameplay. Eventually while working on a small business to fill an empty space on the outside of the building, I came to the conclusion that the way to make the building fit in was to brake it down into several smaller buildings on the outside, while leaving the inside one cohesive business. I took inspiration from an accounting firm I went too, where the exterior was three separate old buildings, but had been renovated to have one continuous interior. I attempted to apply a similar look here, by breaking down a single large building into several smaller store fronts I believe I have managed to make the building flow better with the overall ascetic of the map. A knock on affect of this change along with changing another building, has let more sunlight reach important game play areas. One drawback to this redesign was the loss of the simple white and red background the old exterior provided to areas, though it did not match the surroundings it did make player models stick out. Because of that, ive tried to retain a simple white/grey background in areas where the white wall was most beneficial. Also a long awaited update on the stair saga that im sure youve all been clambering for
  4. fewseb

    [CSGO] de_ruby

    Ive removed Ruby from que today, despite how much I wanted to like it there are just so many things going against it. First and for most a problem all community maps seem to be facing are 5 man ques who only play obscure maps (modern day vertiglobals) Since im solo queing im placed in with 4 other solo/duo ques that probably dont know the map. As you imagine this results in lop sided matches where the other team knows all the tricks and my team doesnt even know the layout. This isnt something that can be fixed on a map making basis but is something Valve needs to address by encouraging players to play new maps and maps they dont usually play so community maps dont become cesspools a few weeks into being added to comp. However I have found issues with the layout, that also make the map unenjoyable from a gameplay point. The first thing that stuck out to me as odd were the amount of high up ledges you can climb onto, they dont particularly feel that fun to play on, and are a night mare to check if your trying to go through areas like mid alone. The tiled roof boost in particular is just annoying since cts can move back and forth and hide on it but still peak while ts cant do anything to counter it accept waste a Molotov to temporarily force them off. Ontop of that you need to get through middle to even get to that path in the first place which really makes going there not worth it. The door going to A feels very tacked on, you didnt use a breakable door model, on top of that, the model is so old it suffers from texture bugs when shooting it, ive also experienced multiple players not knowing the door was there and think the opening above it was another drop down ledge. A better indication that the door is openable would be nice. The way the door is placed seems pretty off, if a ct is within the rotating distance the door opens up toward the Ts, which blocks their view into the corner. I feel like the ladders around the map arnt very good for gameplay, the one in t spawn is alright but I feel if it was combined with the boost boxes on the other side it might feel better, the ladder in middle going to the other platform isnt very fun to try and play around, you sometimes cant attach to it and sometimes you get stuck to it when your trying to walk by it, if you replaced it with a boost box it would play better. Like wise the boost boxes for the other platform from t path to a would be better if it was just 2 jumps on a few boxes, the current pile of crates doesnt work well with jumps it seems and I dont think a third jump up from those are necessary considering how easy it is for Ts to defend that entrance. I cant speak much to how bombsites played, since most of my matches the Ts never got to the bombsite. But from what I did experience, B is very hard to take and very hard to hold from the site, 2 molotovs will flush everyone out from cover into the open. That means people have to hold outside the site, but in any angle you take youll be forced to expose your back to another, which also becomes a problem when you have less then 3 people to cover every angle. A site was very hard to take as well, both a main and the mid to a entrances could be pinned by a single awper at the same time, while the door area was coin toss to see which sides shotgun player got killed first. Retaking as ct is a nightmare because Ts can just run around the boxes and door area to avoid be killed while also preventing cts from defusing. lastly the map feels very unpolished, everyone ive played with including myself have experienced lag spikes, random error messages pop up in the top left, and at times certain assets seem to blur incorrectly at a distance. Parts of the map feel very dark, which wouldnt normally be a problem but for some reason you chose to use the Anarchists for your T-models, I dont think they fit the maps theme to begin with and blend in fairly easily in all the dark corners on the map. The radar image also doesnt feel like it should be on a finished map, its very jagged and doesnt convey the paths very well. Its a real disappointment for me because I like everyone of your previous maps as they tend to be really clean, fun and polished but Ruby so far doesnt feel like its one of your best. Im hoping your working on something to address these issues since many of them seem to be common on reddit and the steam forums.
  5. My entry for the contest de_grotto, as you might expect, takes place in a grotto, one half is set in a cave portion of it, while the other is set out in the open with a surrounding structure related to the grotto. I first though of the theme/idea of this map a few months after the 2017 contest ended and see it as a chance to redeem myself for the failures in my 2017 contest entry de_vermeil, most notably the awful displacement mountain and rocks that were made improperly and looked awful as a result. The cave system will prove challenging but I believe I now have the skill required to take on such a large undertaking. The biggest failure however, with my previous map had to be bombsite A which was notably bland in both gameplay and theme, while cave theming will prominent in bombsite B of this map, bombsite A's theming has yet to finalized and a lot of placeholder blockwork is present. Im not yet ready to reveal the overall theme of de_grotto as it is still very early and I may find something I like better, but I think I currently have a concept that will set it apart from the other exotic maps in this competition. My current focus is on the greybox and making a competent layout that doesnt heavily rely on the dust2 formula (another failure of my previous map) Early Overview Bombsite A is in red while B is in Blue, the cts start at the bottom and Ts at the top right. Currently I feel as though the b portion of the map is pretty decent, but im not so sure about the a side, and I suspect it will be the area that sees the most change before the end of the greybox stage Bombsite A Bombsite B Early theme blockout
  6. Man I see zool fixed the SAS accent but still has the IDF accent as Arabic, also, again, the SAS use Black Hardknuckle gloves not blue PLS fix thx
  7. Also the SAS use the black hardknuckle and have Scottish accents
  8. This map is now banned in china
  9. The IDF have an Israeli accent on account of them being from Israel The jumpsuit player models dont appear have voice lines, at least not ones that function in game
  10. Oh im well aware of how much FMPONE "borrowed" from existing models to make his Arctic Avengers, im hoping one day we might see new player models that are made from scratch as opposed to being a patchwork of existing Valve models, but thats easier said then done.
  11. That player model in particular isnt that custom from the looks of it, pants and boots are from the separatists, the shirt and vest are from the new phoenix, the head is from FBI_model_variant_c, beret might be custom but it looks like the one from FMPONE's arctic avengers
  12. I believe exotic doesnt mean you have to set youre map somewhere jungley or out of the ordinary, I think its more a way of saying if you do de_dust/inferno/nuke/cobblestone or literally any stock map for a theme, you will lose points for that, so dont be making any Inferno theme spin offs or lame dust copys. I assume it also unfortunately means you cant have your map just be a grey warehouse full of crates either, oh wait no thats a good thing to.
  13. The new drone upgrade for Dangerzone is the funnest thing ive ever seen in DZ, the amount of times ive activated the self destruct on it and its forced people out of their camping spots is unreal, half the time people will run up to it thinking its a new crate and get burned by the fire explosion. I also ruined a final fight between 2 of the last squads by forcing one team out of their hiding spot then fire bombing the bridge next to them so they couldn't escape. I though this would be the lamest of the big upgrades but its the best.
  14. One would assume the VIP is randomly selected every round, would suck to be the gimped player every round.
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