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Soldat Du Christ reacted to celery in Prime [Wingman]
Hi Mapcore,
Here are some pics of the level art of Prime. I'm planning on releasing the finished level soon.
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Soldat Du Christ reacted to celery in Prime [Wingman]
Hi Mapcore,
Just updating this post to redirect to new new version of the map. This was worked on by RZL, MF_Kitten, and I.
New Version of the level:
https://steamcommunity.com/workshop/filedetails/?id=2831565855
Hi Mapcore.
I'd like to introduce Prime, a new wingman level by me and 'RZL.
Feedback on the layout is appreciated!
Here is the overview and a look at the WIP level.
Workshop link will be live soon, here it is:
https://steamcommunity.com/sharedfiles/filedetails/?id=2445830406
Cheers,
celery
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Soldat Du Christ reacted to Anarchy in WIP in WIP, post your level screenshots!
Hi, I made Halo Infinite's Bazaar map in CSGO SDK as a way to relearn the editor and I thought the map could be fun with CSGO guns and movement. Its dev version for now, I tried to implement a jump pad mechanic but something's not right with it so added ladder for now. I want to make the similar gun spawns and low gravity type in the Halo but its not going as planned. I can share the map files here...not sure if I am allowed. https://steamcommunity.com/sharedfiles/filedetails/?id=2693021601
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Soldat Du Christ got a reaction from blackdog in The Ascent
feel like im half way through the game, having lots of fun, love jumping between cover and all the abilities, games tight
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Soldat Du Christ reacted to spa in WIP in WIP, post your level screenshots!
Didn't know if I should necro my old thread for this one, but I have made some updates since it was part of the faceit hub rotation. Still throwing in some visual updates here and there. More screens at the workshop thread
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Soldat Du Christ reacted to TearButtowski in [CS:GO] de_wasteland [WIP]
This is de_wasteland! I wanted to make a fun competitive layout that was not four square and this is what I have at the moment. The map is still in a very early greybox stage so the visuals will likely change. Any feedback is appreciated!
Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2439278132
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Soldat Du Christ reacted to Andre Valera in Torch
Hello there,
Here's a 2 minute video overview for the blockout of de_torch. Since it's early in development I thought a video would do the job of showcasing my intentions and goals with the project.
Steam Workshop Download
Blockout Timings
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Soldat Du Christ got a reaction from jakuza in County
this looks awesome, good example of a diverse theme park with a cohesive theme, the haunted house was a good way to spice up the contemporary setting with something fantastical
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Soldat Du Christ got a reaction from Lizard in County
this looks awesome, good example of a diverse theme park with a cohesive theme, the haunted house was a good way to spice up the contemporary setting with something fantastical
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Soldat Du Christ reacted to Lizard in County
Hello everyone !
I think it is a good time to post some screenshots from my newest csgo project that I'm working on with @jakuza. He already made some models and materials that I used in the listed locations. More to come in next passes,
County is a map that features everything that comes to mind when typical european thinks about rural part of the USA. It is a danger zone map that features variety of locations you would normally see in rural cities. What I tried to do was to tie these location with some story as well as their placement on the map. I really wanted to avoid 'random structures scattered across the map' feeling some of the community made maps have.
First art pass is mostly done in most of the locations. In upcoming weeks I will focus on Motel and Quarry locations which are not shown here in this post.
List of locations with a lot of creenshots (a lot of screenshots actually?)
Church:
Police station:
Sawmill:
Farm:
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Trailerpark:
Haunted house:
Creek:
More to come!
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Soldat Du Christ reacted to razorblade421 in Peles Castle (CS:GO)
Hello everyone! I wanted to share my latest work here!
I wanted to journey to Romania for this map, but I have never been so I decided to make a map based on the Peles Castle in Romania.
The design, beauty, and epic scale of the map challenged me to really try for the moon here. I want to make a map that is really fun to play and offers something nice to look at.
I hope that I can play this with my friends in the future! But in the meantime this map is being worked on, hopefully going to get a render of it before the year is out!
-razorblade421
Feel free to check out some of my other fun maps I made for CS:GO! https://steamcommunity.com/id/razorblade421/myworkshopfiles/
Don't hesitate to reach out for any inquiries.
I used a lot of assets and textures from HL:EP2 and L4D2.
Shout out to TopHattWaffle for his texture packs available on his website!
https://www.tophattwaffle.com/
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Soldat Du Christ reacted to atrocity in de_distillery
As I mentioned above, I thought it would be fun to post some early blockout shots, and then post some final shots and talk about some of the design choices behind them. If people enjoy this, I can post a few more.
Bomb A Changes
After multiple playtests I identified a few problems with how bombsite A was playing, and how players perceived the spaces they were flowing through. In the old version, players would come down around this bend here, and be presented with option of ducking into this building to take a more protected, but tightly choked route, or they could try and work their way through the street choke and into the bombsite. The street opening here didn't have large cover, so this required a smoke or you would be destroyed by snipers. The less obvious thing that was occurring here was that players felt they were not aware they were transitioning into a bombsite/contested zone. Because you were walking down streets to get here without any changes in spaces, players did not perceive the immediate threat that was waiting around this corner. After some thought, I realized I could create a better choke point , add better cover from snipers, and create a clear delineation of spaces by adding a tunnel with vehicle cover. This also fit well with the aesthetic of Edinburgh. This would however end up impacting the secondary route that players always took into the bombsite. More on that below.
As I mentioned above, players would go through the structure's interior, and be spit out at the back of the bomb site. This had its pros and cons. However, the one thing it did allow was for Terrorists to rush this point at a much faster rate than the CT's had time to deal with. In an effort to allow CT's better timing to both bomb sites, some work went in to slowing down the terrorist by just a second or 2. This also allowed me to build a courtyard that would be a bit more memorable than just an interior hallway. This also made the approach into A more interesting, especially when I did an overhaul on the bombsite in later iterations.
When I started this level, I had a few core ideas I wanted to execute on. One of these ideas was how I wanted to go about differentiating the bomb sites. I knew I wanted one bomb site to be an interior or more close quarters fight, and the other to be a bit more open and long range. Possibly open enough that it might even be a bit uncomfortable for Counter Strike. Originally Bomb A was down in this recessed patio space. While I thought it may be interesting to fight down into this space, or hunker down to cover this area, it only took a few playtests to show me I was wrong. First, this spot became a grenade pit. You could almost guarantee that you were going to get 1 or more nades thrown at you here. Second, the recess made a lot of the fights kinda gross. You were trying to fire over the railings, and the players who were on the street above, you could only see their heads. The space really wasn't playing out the way I wanted. I had the idea to raise it up instead of the recess, and this turned out to be a much better choice. This got rid of the strange angles, cleaned up the fire fights, and made the space a bit easier to navigate through.
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Soldat Du Christ reacted to atrocity in de_distillery
Well it's been a little over a year, but I am happy to announce that de_distillery has been completed. I originally made this thread to document the progress of the level as I built it, but I ended up getting lazy and just worked on the level without forum updates. If you are interested, the level can be downloaded from the workshop at this link.
https://steamcommunity.com/sharedfiles/filedetails/?id=1843682152
Below are some shots of the level fully arted. I'm going to try and do a write up later tonight of where changes were made from the beginning to the finished version, and what I learned in the process.
Props and Materials: @Jonny Phive
Graffiti/Logo "The Unlikely Duo": Jason McCord (MonsterClip)
Ambulance Model and Materials: BMS Brian
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Soldat Du Christ reacted to atrocity in de_distillery
Hey everybody!
It has been a while since I have posted anything, but I thought this would be the best place to share my next personal project de_distillery. Distillery is based around a fictional distillery and is set in a loose version of Edinburgh Scotland. Since a trip I took to Scotland a few years back, I have been dying to build a level that is set there. After being inspired by de_highlands, I knew I needed to start making my idea come to life. I started the blockout a few weeks ago and try to work on it when I am free after work. I've been able to iterate on the level after hosting some small playtests with friends. I am hoping to have this public on the workshop here shortly, and then having larger playtests to gather more feedback.
Update 9/18/19: Swapped out the old Minimap with a TAR version.
Update 9/17/19: After a playtest this evening, I pushed the map live to the workshop. I will continue working away and posting updates. https://steamcommunity.com/sharedfiles/filedetails/?id=1843682152
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Soldat Du Christ reacted to Kantalope in de_treatment
Woohoo! Tinsy winsy itsy bitsy Quality of life update:
I had plenty of stuff I completely forgot to do, so they thought I was completely incompetent lmao
Changes:
- Updated clipping around doors/props
- A site roof balanced to be more exposed
- Decals for bombsite and routing help
- Added prop railings and fences where appropriate
- New ladder from pool up to sniper perch
Some Screanshots, not much has changed.
