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mrpotato44

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About mrpotato44

  • Birthday January 23

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    mrpotato44
  • Steam
    mrpotato44
  • Twitter URL
    https://twitter.com/mrpotato44_

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  • Real Name
    Ryan
  • Location
    New York

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  1. Replaced the train model (thanks to Yanzl) and overhauled T Spawn, check it out: https://steamcommunity.com/sharedfiles/filedetails/?id=3220451933
  2. Another big update to the map! Changed the lighting, added some new layout changes and revamped T spawn! Let me know what you guys think https://steamcommunity.com/sharedfiles/filedetails/?id=3220451933
  3. One... more... update! Just pushed another major update to the map, including some new layout changes and graphics! Find out more here: https://x.com/mrpotato44_/status/1817116984791736439 or here: https://steamcommunity.com/sharedfiles/filedetails/?id=3220451933 And, as always, here's some pictures!
  4. Throughout the last couple months, I've been working on continuing to do art passes on the map to get it into a reasonable jump-off point if my map passes through to the next round. There are still areas that need to be worked on (specifically CT spawn and the tunnel), but mostly everything has fallen into place (including the new skybox!). If you're interested in walking around and seeing the full map, consider subscribing to Relic here: https://steamcommunity.com/sharedfiles/filedetails/?id=3220451933 (I'll be posting a few more updates to the workshop page before the August deadline). Here are some pictures of new areas/previously uncaptured areas of the map that I think you might all enjoy! As always, I am still looking for some talented environment artists to help out with some of the areas that still need work (most of the map)!
  5. this is a cool map, can't wait to play on it!
  6. Here are a couple screenshots of some of my favorite parts of the map after the second art pass. Everything is still heavily WIP, but most of the layout is starting to settle. The workshop page is updated and you can run around/play on this version of the map!
  7. I think I went a little overboard with the green... This version is currently live on the workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=3220451933) i also dont know german :^)
  8. I've been busy updating the map using a lot of feedback and data from the time it was played on Faceit last week, so I thought I would post an update on the forums. I've been working on getting the size of the map to feel right along with small adjustments to both middles and some of the cover on A and paths to B Site. Here is a picture of the current walkup to A from T Spawn: Let me know what you guys think! (Also: I'm not too great at the pastel detailing, so I am still looking for artists to help out. If you're interested, hmu! )
  9. Just got around to updating the map with recent changes from a Mapcore playtest. Here are some raytraced in-engine pictures of Bombsite A and Bombsite B with some of the recent changes! The new version should be live soon on the workshop page (https://steamcommunity.com/sharedfiles/filedetails/?id=3220451933), so please let me know your thoughts on the map or any feedback you have, I'd love to hear them!
  10. I better be able to completely ignore the objective and play mini golf on the map or I will be extremely angry
  11. Thanks, it's just something I grabbed off Poly Haven: https://polyhaven.com/a/alps_field
  12. This is a 5v5 defusal map set in and around an abandoned railway tunnel in Switzerland. Let me know if you have any feedback or issues on the map. I'm also still looking for an environment artist(s) to clean up some of the work I've done so far, if you're interested, hmu . Thanks! Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3220451933 Pictures: Bombsite A A Main A Mid B Mid Mid Connector CT Spawn B Mid Radar 4/17/2024 Changelog: - Overhauled A-mid connector to A site. - Overhauled B to A rotates. - Shortened long B connector. - Added cover throughout the map. - Cutoff some weird angles in B-mid (particularly at the boost). - Added stairs for T's to get to mid. 4/19/2024 Changelog: - Added new connector to back of B site. - Added some additional cover and moved cover around the map. - Fixed some geometry issues. - Fixed some clipping issues. 5/1/2024 Changelog: - Changed CT to Middle/B Connector - Moved cover around in A mid - Shifted window on A site - Removed broken angles for CTs on A site - Widened Ladder drop from B-mid to B to allow better movement - Fixed broken angles on B site - Improved clipping throughout the map - Changed lighting angle 5/6/2024 Changelog: - Lowered B Wall - Expanded T Buyzone - Expanded A Bombsite - Added Callout Graffiti - Fixed Door - Added more clipping - Adjusted some cover - Added team preview/selection screens 5/13/2024 Changelog: - Fixed Door Sounds - Swapped Ladder and Drop on B Site - Shortened CT Path to A - Added Cover in B Mid - Adjusted Cover in A Mid - Made T Spawn Area Smaller Overall - Added Cover to T to A Site Approach 5/14/2024 Changelog: - Moved Ladder at B Water Entrance and Removed Broken Sightlines - Added Railing at T Spawn - Adjusted Cover at Pop Dog - Adjusted Cover on A Site - Early Stages of an Art Pass in T Spawn - Various Minor Tweaks - Updated Radar - Updated Workshop Pictures 5/16/2024 Changelog: - Revamped T Spawn - Adjusted Cover Slightly 5/17/2024 + 5/18/2024 Changelog: - Added Detail and Color to Various Parts of the Map 5/21/2024 - 5/23/2024 Changelog: - Finished First Art Pass - Tweaked Bomb Explosion Radius - Added Soundscapes - Tweaked Lighting - Fixed Radar Issues - Added Cover to B Site - Added a Wall to Window on A Site 5/23/2024 Changelog: - Made Bombsite B Smaller - Added Cover on B Site - Made Cover in B Mid Smaller - Added Cover in A Mid - Added Cover on A Site - Fixed Numerous Walls around the Map Which Prevented Nades from Hitting Correctly 6/5/2024 Changelog: - Added Some Greenery - Added Some Signs - Added Some Props 6/26/2024 Changelog: - Second art pass throughout the map, most stuff is still WIP/unfinished.
  13. Thanks for the feedback! Yeah, some places are pretty tight especially the chapel. I'm thinking about just moving the seats out of the way in chapel and stacking them against the walls to improve movement. Some other areas like apartment might get the same treatment as well. Also, after a cs2 update, many workshop maps were broken from this error, im currently trying to fix it, but it is looking like it will be extremely challenging to fix at the moment.
  14. Hey everyone! Just wanted to show off my CS2 wingman map "Waterfront", that I've been working on for the past few months. I plan to continuously fix areas and improve on the graphics, so I am always looking for any feedback! Check it out, and let me know what you think! : https://steamcommunity.com/sharedfiles/filedetails/?id=3070208661 Here are some screenshots:
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