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DutchCrazyGamer last won the day on January 26 2020

DutchCrazyGamer had the most liked content!

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  1. Since the cs go mapping contest 2019 i did not do that much work on the map. I learned a lot in the process and started working on the rework in the start of 2020. Then in april 2020 the SE discord wingman contest started and i began working on a different map (before that i was working on a map called Pithead, a wingman map, but me and the other creator made our own maps for the contest). So from may 2020 to august 2020 i worked on a wingman map called Vaccine (back then there was no vaccine yet ). And after that i stopped mapping for a while until january 2021. This was because i was bussy with school (and got into some trouble with it). In january 2021 i worked on an entry for a community project called cube. (this is still not released). Then i quit again because i was bussy with school and in the summer of 2021 everything went wrong. I had to leave school when i reached my last year of my study and completed all the exams but missed a few grades because of failed internships. So then a rough few months started where i had a lot of stress. Since last week i decided i want to start mapping again so i did. (I am also streaming on twitch every week and have a bussy new school schedule so finding time is a bit hard) Here a WIP Pics of the rework for zansort: https://imgur.com/a/7bRtw0g
  2. What about submerged??? That one is underwater too.
  3. Alright the contest results are in and i reached 65th place. (I beat my other wingman map from last wingman contest ) Not bad considering i started detailing in the last month due to spending to much time on models. I learned a lot this contest (mostly about modeling, texturing and creating textures) and i am happy with what i achieved. Now with the feedback i will apply some changes to improve the map as a whole (new detailing overhaul + some layout changes). I congratulate the winners because this contest had so many good entries and some amazing people. Idk if i will be participating in the next contest because it took me a lot of time and i still have a study to finish. (Maybe with a collaboration with someone). My plans for now are finishing Vaccine and after that continue with the rework for Zansort (My Mapcore 2019-2020 contest entry). Also i will focus on improving my model skills and spend some time learning detailing so that Vaccine can become something i can be proud of.
  4. To clarify we both parted ways (due to the announcement of the SE Discord wingman contest) and made our separete maps: Vaccine: https://steamcommunity.com/sharedfiles/filedetails/?id=2099918669 Pithead (completely new layout and theme): https://steamcommunity.com/sharedfiles/filedetails/?id=2239575326
  5. Yeah the detailing is verry bare bone. I wasted a lot of time on a model that eventually did not use. Learning point for next time. I probably won't make any more edits for now until the contest is over due to new problems appearing of those edits and school. Ty
  6. The wingman competion is comming to an end and i finally updated the map with something that i am happy with!!! https://imgur.com/a/SRACPZD Here you can find some of the images that are on the latest version.
  7. School has started again and there will be a high chance of not finishing the project (map is heavily underdetailed but the layout is good enough) but here are some more screenshots: https://imgur.com/a/MMrhXD7 (can't seem to upload any image to the forums anymore)
  8. It has been a week since i posted anything about the progress of the map. In the end (with some feedback from @Peake) i decided to not use the model for now because it is to underdetailed for a hero prop. I also started with adding some basic textures to some area's of the map. In the pictures you can see some color coding for each area (currently only blue for ct spawn and green for the bombsite area). Here are some pics:
  9. Redid the texture and smoothed the model because the uv was messed up. That was why the texture looked so bad:
  10. It has been a while since i last posted something. Had a playtest for it that concluded that the spawns had to be shifted a tiny bit to make it more fair and balanced. Also started with modeling the first model (the texturing is currently really bad because i have not been diving that deep into substance painter yet)
  11. Yesterday i did some more shaping to the inside. I think i can start on the full detailing proces now, but that can only be proven by playtesting. Edit: Seems like there is an error for the radar. Will fix this ASAP. (will do this on the workshop as well)
  12. Finally added some more shape to the outside of the facility. (It is not fully detailed yet because i want to prioritize the inside because most of the map plays there, expect more screenshots soon). I will update the workshop page as soon as i have some basic shaping inside the facility/laboratory which i am happy with.
  13. After a vacation of 2 weeks i finally had some time to make progress again. Today i made the first custom texture for the map in designer (it took a few hours so i will probably make the other textures in alchemist).
  14. Yeah i need to add some more cover in some of the wide corridors. The "jagged" turns will be fixed in the detailing stage. Currently first aiming to create a decent layout and then detailing + polishing it.
  15. Since the last post i did an extra playtest and added some more lighting. This is the result:
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