bud
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Quite a few updates since the last logs here - map has been condensed, A connector and one side of mid are entirely redone, reduced height variation in mid, reworked A cover, reworked A entrance for CTs, reworked lockers and basically remade B long. Still thing b long is a smaller revision or two away from a great layout but it was a necessary step to cut out a lot of dead space from the map Steam Workshop::de_fore [WIP] (steamcommunity.com)
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New update out - patch notes on the steam page explain the changes. Mainly A adjustments and cover/corner tweaks to make the map a bit smoother around the edges. Still some consideration down the line for what to do if B still feels too far away + smaller adjustments to new A cover. Steam Workshop::de_fore [WIP] (steamcommunity.com)
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update came out a few days ago - was able to test it thanks to the Source Engine Discord. Have a few updates to make likely after a few days of being on the Mapcore hub tomorrow as well but overall it seems like there is something to the map which is exciting. Just need to polish mid, fix extremities fight timings and consider other feedback in the coming days to make the next version even better Steam Workshop::de_fore [WIP] (steamcommunity.com)
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Freaky_Banana reacted to a post in a topic:
de_fore
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bud reacted to a post in a topic:
cs_matinee [WIP]
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Steam Workshop::de_fore [WIP] (steamcommunity.com) Just played a playtest internally as this went live and wow, I need to spruce up the distances of engagements quite a bit. Think I misread them as I couldn't play stretched res until it went onto the workshop. Was worried early on that would detract too much from the playtest - but to my surprise, there actually was some interesting dynamics to the push and pull of the various sections of mid. Rotates are definitely too long, I want to cut 20-30% of the map CT to T and add more variance to A/B long. Have some good ideas for B even with it playing well already (besides the timings..) that I think would make it really shine I think A has too many things going on for how many options are in mid - so I need to trim a bit to refine the gameplay.
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Workshop will be put up hopefully near the weekend for initial tests and general feedback - ct spawn is the bottom area and t the top
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Update: I have solidified the theme much more than originally as well as created the base layout initially that I would like to test. The theme still includes one side of the map being among the tree tops on top of a mountain/hill (right side in the picture), but the map is going to be a complex of buildings in a country club-style with golf details all around and even one of the sites potentially being a putting green or at least close to one. This is the current layout and ideally what these places would look like with continued greyboxing of the theme. Already have a greyboxed golf cart for fun cover in a few spots. Have some ideas for cover that would be similarly unique hopefully
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Still thinking on the theme in the early portions of the layout - I like the idea of potentially being high above the trees - some of the outer lanes of the map being a balcony. I think a combination of this + the estate/manor idea is the best route if I can pull it off.
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My map is going to be themed around a manor/estate. Initial layout still being drawn up right now - it might be partially inside to some extent. Thinking gardens and terrace, some stone statues for a lot of the map for any outside portions closed in by various buildings on the estate's grounds. EDIT: Map Link + up to date images below (Updated 09/06) Steam Workshop::de_fore [WIP] (steamcommunity.com)
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bud reacted to a post in a topic:
de_gongji assets
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gera reacted to a post in a topic:
[WIP] Flamingo
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Quotingmc reacted to a post in a topic:
[WIP] Flamingo
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By no means is my level done, but this will be the final version I can submit to the Mapcore contest. I wanted to take months of extra time with this one to develop my own custom textures and props, but I feel the layout has certainly been improved over the last few months thanks to my awesome play testers. Hopefully next contest I can develop a map quick enough to be completed and detailed! https://steamcommunity.com/sharedfiles/filedetails/?id=1762758474
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bud reacted to a post in a topic:
[WIP] Flamingo
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Beautiful looking and has what seems to be a promising layout.. good luck in the competition!
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bud reacted to a post in a topic:
[WIP] Paradise
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I just found out about the overlay for Terri's autoradar, I can use that for A site likely and make it a single image
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That could be true, and the loading screen is affected too at the moment. The reason it is there is because I wanted to emphasize that there is an underground connector below A site and with one image it didn't do the trick. It is a bit buggy and I will revise it as I go. Thanks for the feedback.
