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TheOnionChef last won the day on July 29

TheOnionChef had the most liked content!

About TheOnionChef

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  1. TheOnionChef

    Maginot [Wingman]

    I'm with Coachi. The map looks great, layout looks playable. Really embrace your theme because it seems awesome.
  2. TheOnionChef

    [CS:GO] Coverup

    This map was the first time I did any game/map development since 2017, so the first few months of this project took a while for me to get re-accustomed to the tools. First blockout date was Feb 29th, and I just pushed pre-release update today, August 6th. I began the project with 9yz, who helped with the initial detailing and theme development, a lot of which is no longer in the level today. The map has gone under different names such as Shortdam and Calamari, as the theme has slightly shifted over time to what it is now. The biggest development period began in late June where I received help from Sir Thomas- who between him and I did a nearly complete overhaul of the visuals and revamped two routes. I got lots of help from my friends, like Jonmcbane who did the logo. I also received permission from PROXY, the world-famous DJ to use some of his music in the map trailer- which releases tomorrow at 8:15PM CST, with the workshop page. I can't thank everyone at MapCore and Source Engine Discord enough, as I got lots of help getting readjusted to working with Source again. I plan to work on more maps, and I hope everything goes smoothly from here on out. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 There will be a launch party on August 7th at 8:30 PM CST on http://twitch.tv/Mariowned Mariowned (creator of the surf game mode) will be hosting matches on the map and my co-creators and I will have a blast talking level design with him. Stop on by!
  3. @Kokopelli I was never a 1.6 player, so I’ll have to check out de_prodigy. I can do some lighting tweaks on the unplayable areas, too. As for Zion, I was very inspired by the Shallows, which I visited when I lived in Utah for two years.
  4. Thanks man. I've been working on this for a while now and it's nice to hear that people are liking the screenshots. I remember how shit it was for 75% of development, and now it's finally coming to fruition. Hoping to release the map alongside a trailer for it within a week or two.
  5. @DMU222 Makes sense... I used Black Mesa and Zion National Park as major references.
  6. I’m just curious what “brings you back to old CS”... is it the theme or is it a lack of good visuals? Really interested to know what’s creating that feeling for you.
  7. de_coverup by celery, Sir Thomas, and 9yz Unreleased as of now.
  8. Current version of de_calamari https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 Image directly below is a WIP version that's not full detailed yet.
  9. TheOnionChef

    de_calamari WIP

    This map is constantly changing. Any feedback would be appreciated. https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 This is a WIP area, with newer changes. Not fully detailed yet.
  10. Updated the map with better lighting and more detail. Slight changes in timings as well, but only by moving the CT spawn a little bit. https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191
  11. I've since updated the map, though I should probably fix a few things you mentioned in this post. Thanks!
  12. TheOnionChef


    A work-in-progress. Would love feedback, as it is not final whatsoever! The counter-terrorists have been flown in to prevent the breach of the Heber County dam, which would kill hundreds in the valley below. Stop the terrorists in a 2v2 battle for the fight of this hydroelectric power station.
  13. CS Wingman map I'm working on. Not amazing, but it plays alright and looks 7/10 https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191
  14. Our Sub-Reddit: https://www.reddit.com/r/VelocityBrawl/ Proof-of-concept demo download/instructions: http://www.moddb.com/mods/velocity-brawl/downloads/proof-of-concept-release As a sourcemod for HL2, what we sought would have been impossible. Nonetheless, we were able to create the core mechanics that make Velocity Brawl a unique game. Here is a video made by (at the time) a playtester (who has become a dev in recent weeks; this video is of the version posted in the link above): In under a night, our new C# programmer, Jessica Armstrong, was able to create the player controller, as well as a redesigned UI: The Unity engine will allow us to implement new features such as wall running, sliding, a TF2/Overwatch-style class system (each class having their own weapon loadout), and a new, more enticing aesthetic (with custom shaders). This post will be updated to show progress as time passes. Best regards, Will Granda
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