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DMU222

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  1. Awesome
    DMU222 reacted to leplubodeslapin in 3D Printing   
    Oh I haven't posted anything in more than 2 years ... lol
     
    I made this, because it's getting too hot in there 
    https://www.thingiverse.com/thing:4565466
     
  2. Awesome
    DMU222 reacted to Vaya in Basalt   
    #basaltwasrobbed
  3. Like
    DMU222 reacted to BubkeZ in [CSGO] Engage   
    YEAH! 👏👏 
    The old 1.6 layout can be seen in this video and 10 years later RZL and catfood helped me to make it even better.
     
  4. Awesome
    DMU222 reacted to catfood in [CSGO] Engage   
    Hello all!
    This post is a little late on Mapcore because I have been moving and working on other projects also but I still wanted to share the release of Engage with the Mapcorians for who missed the release on the workshop.
    Two years ago BubkeZ and RZL came to me and asked if I wanted to work with them on a layout BubkeZ created in 2010 for CS 1.6 called de_engage and obviously I said yes.
    The three of us then started to look at this old layout and discussed what needed to change to make it viable for CS:GO and improve on the original design.
    RZL then made the first blockout with all the changes we discussed and handed the greybox level to me and I took it from there.
     
    The result:





     
    ENGAGE WORKSHOP PAGE
  5. LOL
    DMU222 reacted to Tisky in Overwatch   
    @Minos @[HP] I want answers 😁
  6. Like
    DMU222 reacted to Lizard in County   
    Bunch of new screenshots.
    Quarry and motel. You can clearly see that our motel is similar to cs_motel by Soctom. That is correct. I asked him if we can base ours on his  original visuals so that we can  maybe bring some of the nostalgia for older players. Tried to find the right balance between original and fresh visuals to still bring something new to  the place and also to fit dz map playstyle. Hope you guys like it.
     





     


     
     
     
     
  7. LOL
    DMU222 reacted to Vaya in County   
    has the netgraph just been left on as a flex?
  8. Like
    DMU222 got a reaction from dux in Half-Life Alyx   
    It seems like all HLA models had a lightly cartoonish appearance. I would guess its because more realistic models looked uncanny. I think Valve found a good spot where the player can connect with the characters as real people but also not feel uncomfortable around them.
  9. Like
    DMU222 got a reaction from [HP] in Half-Life Alyx   
    It seems like all HLA models had a lightly cartoonish appearance. I would guess its because more realistic models looked uncanny. I think Valve found a good spot where the player can connect with the characters as real people but also not feel uncomfortable around them.
  10. Like
    DMU222 reacted to Lizard in Half-Life Alyx   
    Yes, I find Larry to be a bit cartoonish especially his animations and expressions.
  11. Like
    DMU222 got a reaction from Lizard in Half-Life Alyx   
    It seems like all HLA models had a lightly cartoonish appearance. I would guess its because more realistic models looked uncanny. I think Valve found a good spot where the player can connect with the characters as real people but also not feel uncomfortable around them.
  12. Like
    DMU222 reacted to Freaky_Banana in de_oakwood   
    The post has only the best pics, find the rest on imgur: https://imgur.com/gallery/CQKlVkK
    Ok people, I haven't finished A side, outsides or middle yet, but I'll be unable to work on this for the next two weeks and wanted to deliver some on my promise before then. So here is a look at the map's new and (hopefully) improved B side. As always, everything is fast compile and temp textures, because full compiles LITERALLY KILL MY LAPTOP in this heat. 
    - B Site -

    - B Caves -


    (this hallway is not part of the playable area).
    - Skywalk -

    Credit for the glass textures to Skybex and Yanzl from cs_cruise and Puddy and Yanzl from de_breach! Thank you for being able to use these now, long-term plan is 100% custom content.
    These shots are only meant to summarize the general style of the B area, you can find more detail and some descriptions I whipped up for the rest of the pics on imgur! https://imgur.com/gallery/CQKlVkK
    Cheers, see you all soon
  13. Like
    DMU222 got a reaction from Freaky_Banana in Swamp   
    @Freaky_Banana there's a screen to the left with the mapcore swamp page c;
  14. LOL
    DMU222 reacted to Freaky_Banana in Swamp   
    I can't read the caption, but I will be damned if I let Hammer-ception go unliked!
  15. Like
    DMU222 got a reaction from Freaky_Banana in Swamp   
    Поздравляю с выпуском карты в игру!

    : D
  16. Like
    DMU222 got a reaction from Coachi in Swamp   
    Поздравляю с выпуском карты в игру!

    : D
  17. Like
    DMU222 got a reaction from TheOnionChef in WIP in WIP, post your level screenshots!   
    @TheOnionChef its most likely the orangish rocks and scientific facility in cliffs. Very very half-life.
  18. Like
    DMU222 reacted to TheOnionChef in WIP in WIP, post your level screenshots!   
    de_coverup by celery, Sir Thomas, and 9yz

    Unreleased as of now.
  19. LOL
    DMU222 reacted to Tisky in Blizzcon 2019   
    Actually met the band during a meet and greet 2007, got all the autographs. Tho it aint a band i listen to today its pretty cool to have experienced it!
    When will we hear more about Overwatch 2? Need more fap material.
  20. Like
    DMU222 got a reaction from tr0nic in CSGO Community commentary from an outsider perspective   
    Most important thing to mention is that in the average round you will have four terrorists doing all this checking against one or two ct players. This gives the terrorist team a great advantage in firefights because they can easily trade if any player goes down. Additionally, you can have different players checking different spots on the site, meaning that all of these positions will be cleared in mere seconds.
    Bomb site takes (and retakes) are ALWAYS the moments your players will value the most. In a single moment, the fate of the round is decided as players exert themselves to push their team closer to victory. The push through a chokepoint onto a site is the most important design of any good counter strike map. Most other things on the level must than be built to add more importance to the choke point. What areas of the map do teams need to control to stop or mount a push? What space do we give players to set up before going in (on either side)? How do players get to the chokepoint in the first place?
    A counterstrike level is about exploring and exploiting the level to gain a firm grip on your chokepoints, and then blasting through them to secure victory against the other team. It's important to remember that the defending team should also gain something once they push through a chokepoint. Usually this is flanking options and rotation paths against the enemy team, but this could also be intel on where the enemy team isn't.
    A good chokepoint is also usually not just a single doorframe or hallway. My two favorite examples are A long and catwalk on Dust 2. As the defending team is pushed back, they get multiple safe areas (corners) that they can duck into in order to try and stop a push. The enemy team also gains cover positions that allow them to hold their newly gained ground and push defenders away from the next safe area.
    TLDR
    In summary, when creating a chokepoint you shouldn't focus on making it work in a 5v5 scenario with no utility, because no one will ever be playing your map that way. Make developed paths with planned cover positions along them. Make interesting set up areas that allow teams to take a breath before getting into a fight. Create positions that are exposed and hard to get to, but can allow a team to swing the round if they take the risk of taking that ground. Perfecting these areas is what will make your map interesting to players, because these areas are what create those amazing clutch moments that players will remember.
  21. Like
    DMU222 got a reaction from Soldat Du Christ in CSGO Community commentary from an outsider perspective   
    Most important thing to mention is that in the average round you will have four terrorists doing all this checking against one or two ct players. This gives the terrorist team a great advantage in firefights because they can easily trade if any player goes down. Additionally, you can have different players checking different spots on the site, meaning that all of these positions will be cleared in mere seconds.
    Bomb site takes (and retakes) are ALWAYS the moments your players will value the most. In a single moment, the fate of the round is decided as players exert themselves to push their team closer to victory. The push through a chokepoint onto a site is the most important design of any good counter strike map. Most other things on the level must than be built to add more importance to the choke point. What areas of the map do teams need to control to stop or mount a push? What space do we give players to set up before going in (on either side)? How do players get to the chokepoint in the first place?
    A counterstrike level is about exploring and exploiting the level to gain a firm grip on your chokepoints, and then blasting through them to secure victory against the other team. It's important to remember that the defending team should also gain something once they push through a chokepoint. Usually this is flanking options and rotation paths against the enemy team, but this could also be intel on where the enemy team isn't.
    A good chokepoint is also usually not just a single doorframe or hallway. My two favorite examples are A long and catwalk on Dust 2. As the defending team is pushed back, they get multiple safe areas (corners) that they can duck into in order to try and stop a push. The enemy team also gains cover positions that allow them to hold their newly gained ground and push defenders away from the next safe area.
    TLDR
    In summary, when creating a chokepoint you shouldn't focus on making it work in a 5v5 scenario with no utility, because no one will ever be playing your map that way. Make developed paths with planned cover positions along them. Make interesting set up areas that allow teams to take a breath before getting into a fight. Create positions that are exposed and hard to get to, but can allow a team to swing the round if they take the risk of taking that ground. Perfecting these areas is what will make your map interesting to players, because these areas are what create those amazing clutch moments that players will remember.
  22. Like
    DMU222 reacted to zombi in [WIP] Arcadia - danger zone   
    Still working on this boy.
     






  23. Like
    DMU222 got a reaction from Coachi in [CS:GO] Exotic Places Contest TOP 4 WINNERS   
    One user, @Tynnyri, was banned for flooding a lot of map threads with criticism aimed at proving how much better his map was than any others. If a map had good visuals he would call the layout unoriginal, if it had an original layout he would say the visuals were poorly made and not deserving of praise. He never gave positive or even neutral feedback, and when someone pointed out his criticism was wrong or gave him feedback he would reply dismissing that person. For two months it was hard to post because you knew your thread would be flooded with pointless argument. I think a lot of people saw him as a troll, since his replies would come in within minutes. He clearly was just sitting on the site waiting to argue rather than interpreting any of the criticism that was made against OR by him. I think people debating on the forum is great, but @Tynnyri just made a lot of people be toxic towards each other.
    On the map feedback side: I think that the core mapcore judges should be required to release their feedback publicly rather than to personal request. I understand that guest judges have other occupations, but the main judges are part of the community and should be invested in helping it grow. The 2018 csmapmakers wingman contest did this for every map, and helped me develop my knowledge as a mapper a lot.
  24. Like
    DMU222 got a reaction from blackdog in CSGO Community commentary from an outsider perspective   
    Most important thing to mention is that in the average round you will have four terrorists doing all this checking against one or two ct players. This gives the terrorist team a great advantage in firefights because they can easily trade if any player goes down. Additionally, you can have different players checking different spots on the site, meaning that all of these positions will be cleared in mere seconds.
    Bomb site takes (and retakes) are ALWAYS the moments your players will value the most. In a single moment, the fate of the round is decided as players exert themselves to push their team closer to victory. The push through a chokepoint onto a site is the most important design of any good counter strike map. Most other things on the level must than be built to add more importance to the choke point. What areas of the map do teams need to control to stop or mount a push? What space do we give players to set up before going in (on either side)? How do players get to the chokepoint in the first place?
    A counterstrike level is about exploring and exploiting the level to gain a firm grip on your chokepoints, and then blasting through them to secure victory against the other team. It's important to remember that the defending team should also gain something once they push through a chokepoint. Usually this is flanking options and rotation paths against the enemy team, but this could also be intel on where the enemy team isn't.
    A good chokepoint is also usually not just a single doorframe or hallway. My two favorite examples are A long and catwalk on Dust 2. As the defending team is pushed back, they get multiple safe areas (corners) that they can duck into in order to try and stop a push. The enemy team also gains cover positions that allow them to hold their newly gained ground and push defenders away from the next safe area.
    TLDR
    In summary, when creating a chokepoint you shouldn't focus on making it work in a 5v5 scenario with no utility, because no one will ever be playing your map that way. Make developed paths with planned cover positions along them. Make interesting set up areas that allow teams to take a breath before getting into a fight. Create positions that are exposed and hard to get to, but can allow a team to swing the round if they take the risk of taking that ground. Perfecting these areas is what will make your map interesting to players, because these areas are what create those amazing clutch moments that players will remember.
  25. Like
    DMU222 reacted to Vaya in True unadorned feedback for a better future   
    you'd be the surprised by the circumstances that come into play.
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