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Greeb

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  1. Last weekend I decided to try something different... I used one of the refract textures from TopHattWattle's watersource texture pack to make some nifty looking "juice tubes" for my new map layout. I had sketched out a rough draft of the layout on paper and wanted to see how it would play. I've been surprised by the response, this has had more subscribers on the workshop than I expected! I guess maybe everybody like some juice! My goal with this map is just a fun layout with some raised areas to fight from with some visual gimmicks. This is very heavily influenced by my memories of Goldeneye 007 on N64... Even though I haven't played that game since adolescence (close to 20 years now) but the vibes from the Facility single player map and the Complex multiplayer level were kind of what I was thinking of. I would love any feedback on this new map, and I hope you enjoy looking at it! Thank you and "Keep it juicy!" -Greeb Steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2481672371 The storyline for this map: "The executives of the Juice Tube Corporation have been pushing a new beverage using a culturally appropriated style of marketing campaign. The Terrorists aren't too happy about what these jive ass turkeys have been getting into. T's have taken to the Juice Tube Corporation's largest manufacturing facility to halt production of this sweet juicy concoction. Plant the bomb at either bombsite and set this juice loose. CTs must try to preserve the production facilities for this new controversial line of beverages."
  2. I reckon this is the prettiest greybox map I've laid eyes on at least judging from the screenshots. Can't wait to see how far you take this when you get into the art and detailing
  3. Hello! I just published an update on my first real map for CSGO: cs_Lakehouse. It's a hostage rescue map set in a house by a peaceful lake, but with a tunnel going from the daylight basement of the home to the garage to allow for a secondary approach. This map is inspired by cs_Militia and my home. Still working on implementing more high res textures for the house + exteriors and changes to make the transitions of the skybox from the tree cards to skybox geometry/props better. I think this summer I will take a new batch of panoramic photos and re-do the tree card textures that ring the lake as these tree card photos are from mid winter and a spring/summer vibe is more along the lines of what I'm going for Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2374788522 IMGUR Album of screenshots: https://imgur.com/a/fZzacyM Thank you for your time in looking at this post!
  4. Greeb

    Dungeon Props

    Very cool lookin' props, kinda reminds me of some of the scenery in diablo 3 act 1
  5. Hello everybody! So this is my first time posting a thread here on Mapcore, hopefully this follows the right kind of template/outline for sharing my work in progress map for CS:GO I am working on a defusal map for CS:GO that I've titled de_Cloister. I always loved that word since I learned it playing Diablo 2. After seeing some cathedrals and other inspiring architecture during my youth, I wanted to try and weave some of that imagery into a CSGO map all these years later. Here is my steam workshop link for this map: https://steamcommunity.com/sharedfiles/filedetails/?id=2404099402 All of the screenshots on my workshop page ought to be current including the radar too! I just updated the map last night with a new area that's based on a roman bath house to replacing a narrow tunnel that wasn't very interesting before. Attached a screenshot of that area on here. It's a first shot at this new room, so it probably could use some work. Also added an underground passage from CT spawn to get to that bathhouse area as an alternative route... During my first playtest a couple of weeks ago one criticism was that the B site felt bad to play as CT... I am optimistic that this new area may help address that! So far most of the textures in use in this map I have generated from different items in Substance Suite, for instance playing with the options of Medieval_castle_Wall to get most of the wall textures in the level. I am also planning to start working on some more interesting stained glass textures as well to hopefully depict some different figures like you might see in the stained glass at most cathedrals. I'm thinking about trying for Gordon Freeman and the G-man for starters. I would love any feedback and constructive criticism! I sure need it Thanks! Greeb
  6. This looks amazing!!! I am working on a map inspired by the idea of a cathedral with adjacent cloisters and a pipe organ bombsite... Seeing what you have accomplished here has given me a reality check in terms of seeing how beautiful something can be. I got a long ways to go!!!
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