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fewseb

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fewseb last won the day on August 22 2020

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About fewseb

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    Forum Post Novelist

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  1. Is there ever going to be farcry where someone other then the main villain has good voice acting?
  2. Its better on mobile now, but im seeing a lot less on desktop. Like its zoomed in. This is what I see when I open mapcore Trying to zoom out just dynamically spaces things out instead of shrinking it. I dont have any screenshots of the old version, but I used to be able to see Game-Dev, Off-Topic, Prodeus and Source 2 without having to scroll down or zoom out. I dont really see why it has to be so zoomed in or why topics and posts are slightly more spaced out.
  3. Ive updated Sawmill today with some additions and fixes. Im still working on improving FPS but its hard for to test for improvements since my PC doesnt run any map very well, so if you experience any noticeable boosts in FPS please let me know. -Added overhead cables -Added Cobwebs -Changed gascan texture -Changed wood tarp texture -Fixed missing chain texture -Fixed missing faces on log holder -Fixed gascan console spam -Fixed bomb stuck spots (thanks KETAL) -Fixed Ivey hiding spot -Removed inverted sign from forklift -Optimization WORKSHOP
  4. [WORKSHOP LINK] Sawmill 1.0 is now avaible on the workshop, its been a long journey and now I have finally got something to show for it. I couldnt have gotten this far without mapcores playtest service which helped make the map grow stronger. I will continue to update the map after the contest is over with everything I didnt manage to get done before the deadline. Radar Overview Select Screenshots Description and credits
  5. The verticality is interesting, the random parkour jumps are not. So much of the map is designed around climbing up to the upper most levels and being exposed from all angles. The benefit is obviously that you can see most of the map. However this isnt really all that fun. You either die trying to climb and now youve wasted your life for that round, or you get up there and get assaulted by someone else who made it to the high levels much quicker. If you do get up there and dont die you then get free rain on anyone taking the main paths down below, who have to deal with all the angles they are
  6. How come its now just regular cp instead of the hybrid you had before? Also I wanted to know if the Dracula head was ever actually suppose to talk since it never did when I played offline.
  7. One month remains in the competition and there is much work still left to do, for now all I have to show his the latest overview and some screenshots. Im hoping to get 1 more playtest in before this is all over.
  8. Some mountains I sculpted for the skybox of my upcoming wingman map. It was the first time I really attempted to sculpt large terrain and I am quite please with how it turned out.
  9. Ive been playing this map a lot lately and feel like the T-spawns are way too close together. Today I was dealt two teammates who liked to go afk frequently and the rest of us would end of getting stuck on them in the first second of the round. I feel like if you moved them about 16 units or so away from each other it would result in less bumper car movement without impacting the encounter timing too much.
  10. fewseb

    [CSGO] Engage

    My point is the GSG-9 fit better. Yeah the SAS probably have operated on German soil before, doesnt mean they fit the map better then the GSG-9. I also believe the GSG-9 would have better visibility on the map then the SAS.
  11. fewseb

    [CSGO] Engage

    I really liked the use of the animated props to show the car assembly line, I cant think of another map that has done big animated set pieces like that before. The map really drives home the feeling of a modern car manufacturing plant. I also really like how you put a lot of detail into the ceilings and upper levels, its very nicely detailed especially since most players wont look up. However I do agree the map starts to get confusing with its color coding choices. I also noticed the out of bounds area were bizarrely low detail, such here outside of ct spawn where the grass tiles way too
  12. Small update, I havnt used this thread to document progress as I was hoping to. Ive found working on this map tends to be a lot more multiple small iterations as opposed to larger individual ones like im used to. So far the map seems to be playing well and ive received a lot of valuable feedback via Mapcore's playtest system. The layout has evolved for the better entirely because of the feedback I received from those playtests. Here are some WIP of the art stage. A lot of the things are still up in the air lighting wise. Obviously a lot of areas are still very dark as im not q
  13. Have you played DangerZone since march 2019? It has special traversal in the form of the exo jump item and bump mines. It also has respawning, some would argue the most forgiving respawn system out of any BR game.
  14. You know the grand majority of competitive pool maps were maps were made by hobbyists in the 90s right? Nobody back then knew what constituted a good map, they just made things they found fun with the very limited level editor they had for goldsrc. Nobody but the community chose what maps would still be popular today. Dave Johnson didnt sit down and think about 25 layers of level design theory when he made dust2, he just threw shit at a wall and found things he liked. He didnt set out to make the definitive CS map layout, he stumbled upon it. Now 20 years later you cant really change the
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