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CacouQ

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  1. Like
    CacouQ got a reaction from hgn in de_sillar (WIP)   
    Hi Guys,
    I hid the original thread and I can't find how to bring it back (if its even possible) so here's a new thread ?. 
    I had some progress going on a really nice bombsite I made for B, however unfortunately I hadn't started version control yet and my power went down while I was working on it (storm here in the UK at the moment) so I lost all my progress. Shouldn't matter too much as I will be able to remake everything quite soon. Also I was very proud of myself watching a 2 minute long 3kliksphilip tutorial on creating custom textures and managing to create my first one, a stone wall for sillar:

    Hopefully it doesn't get much more complicated than this!
  2. Like
    CacouQ got a reaction from hgn in de_sillar (WIP)   
    Yes, I haven't finished it yet but I already discovered that, with a low wall near the A bombsite, Terrorists on the raised hallway with all the arches could see over it into the bombsite and to the CT entrance into the bombsite, already had to rethink these entrances, add some more walls to remove this sight line but even then it potentially needs a rethink as they can still see onto the bombsite! I also realised I was a bit careless in some places and brushes are not entirely connected to the grid, so I need to go back through and find where the problem started so I can fix it. The other things I have noticed is that the sites feel too small, and there are certain areas such as between mid and "banana" that seem so small I cannot figure out how I would separate them (as it is, looks too narrow for any building.)
     
     
     
     
     
  3. Sad
    CacouQ reacted to judas in Csgo map in memory of friend   
    Hello awsome People! 
     
    So i had a friend Who i known for almost 15 years that i played alot of counter-strike with. He suddenly passed away a few years ago and I thought that i Will make a map as a memory of him.
    I was working on it pretty intense for a while but life got to me, kids, work and also that i felt that i was going to need big help with The visuals on The map so i  decided to put it on hold. 
    I made a grafitti and put a picture of him in a frame on a office table, many players from sweden and a few from other nordic countries know Who he was. I wanted to make this in his name so he always Will be in The world of counter-strike since that was a big love for him. 
    I wanted to ask if there is someone or some People Who would like to help me make my dream about this come True? 
    I would be happy for The smallest kind of support in my mission to make this happen. So tonight i Will begin to mapping this map again and if anyone feels that you have a little time to take a look at The map i Will post more picture in here later.
    The last picture is some kind of inspiration
     
    Peace and Love! 






  4. Awesome
    CacouQ reacted to Edude in Maginot [Wingman]   
    Some more screenshots!









  5. Like
    CacouQ got a reaction from AlrexX in de_sillar (WIP)   
    Update 15/02/22
    Hi all, I am back after a few hours of editing and I have the route layout for Sillar made with a few changes along the way.
    Some rough timings that I got from just running around looking at the clock:
    CT > B ~ 8s, 11s to the staging area outside B
    T > B ~ 14s, 11s to the staging area outside B
    CT > Mid ~ 9s (11 for the connectors)
    T > Mid ~ 10s
    CT > A ~ 5s (9s to the staging area and 11s to peak the upper area of banana
    T > A ~ 15s (10s to the staging area, which means that CTs can cross if they have a good spawn but Terrorists with a good spawn can already be holding the angle at upper. I tested some easy run flash lineups a team mate could throw to force a player off this angle though.) Both sides also meet at the curved path next to Banana.
    The significance of these timings means:
    counter terrorists have an advantage at middle (however could easily be smoked off of the main angles) terrorists have a slight advantage outside of B, however CTs can throw a smoke to block off the secondary route to the B staging area and focus their attention on any terrorists approaching via the path with stairs. counter terrorists have a slight advantage at Banana but have to be aware that with a really good spawn a terrorist can post on the upper hallway, meaning that CTs need a flash or some sort of utility to block this sight line if they wish to cross or push forward. There are still significant changes to make no doubt, but I am satisfied that I have fixed already most of the broken long angles, but I have to add basic walls / buildings to the map before I can make a better assessment on that. Anyway pretty happy with how the timing are, at first Ts were worryingly quick to Banana but I added a wall you have to jump over which delays them enough to fix this. A site i know roughly what I am aiming for, a courtyard with an upper section / stairs the Ts can come down and another entrance via a building I posted an image of earlier, but I really have no clue what B will look like so expect massive changes in the near future!
  6. Like
    CacouQ reacted to AlrexX in de_sillar (WIP)   
    I really like the theme you're going for & the inspiration images you posted here, looking forward to seeing progress in the map!
  7. Like
    CacouQ reacted to AlrexX in [CSGO] de_tallon   
    Hi there! This is a map I've been working on for about a month so far, the main focus was trying to make a compact layout with fast gameplay and interesting ideas.
    Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2741789704
     








  8. Like
    CacouQ got a reaction from Radu in [CS:GO] San Juan   
    I really loved the spiral staircase in the ruins, I can just imagine so many cool clutch scenarios on that bombsite ?
  9. Like
    CacouQ reacted to Freaky_Banana in de_sillar (WIP)   
    We cannot judge gameplay off the layout alone, since CS is a game of hitting your shots and that is about the exact engagement opportunities and more often than not a matter of millimeters. However, simply looking at this, I do see you found many opportunities to incorporate the archways and sillar pillars that seem prevalent in your reference images, which makes your sketch seem like a good place to start. Once you have a blockout, we will be able to say more.
  10. Like
    CacouQ got a reaction from Freaky_Banana in de_loreley [wingman]   
    I appreciate the heads up ?
  11. Like
    CacouQ reacted to cl0sur3 in [CS:GO] Caligula (Classic 5v5)   
    @esspho Thank you very much for checking it out and for your feedback. A new update I've been working on for a few days now will address all your issues. Hopefully I'll get the update online this coming week.
  12. Like
    CacouQ reacted to cl0sur3 in [CS:GO] Caligula (Classic 5v5)   
    Friday evening we had a first play test. The game ended with a 15-15 score and overall good vibes. People said they had fun and liked the map, which was more then I could ever expect.
    Of course I also received feedback. One of the main problems with the map was that once T's took a site, it was very hard for CT's to retake. The cover on the sites wasn't really valuable, making T's push out the sites as soon as they planted the bomb. Since rotation was also a bit slow on this map, this caused firefights in unexpected spots and CT's feeling like they didn't stand a chance to retake (even though they did succesfully a good few times).
    I thought players adapted to that fairly quickly, but I still felt like this made the gameplay a little bit too "random".
    My newest update hopes to fix all that.
    Gameplay altering updates in this version:
    - B now has more the feeling of a bombsite: more cover to plant the bomb, more cover for afterplant scenarios, closed the OP lines of sights into CT spawn and connector, making it a riskier move for T's to push out.
    - A has better cover, windows from appartments are opened up and more useful for CT as well as T. OP line of sight into mid was fixed.
    - The one-way from B-site to CT spawn is now opened up from the CT spawn to allow for faster rotates.
    - The one-way on mid from yard now works both ways.
    - Connector is now S-shaped and takes a bit longer to traverse. CT's rushing around from B long can't get there as fast as previous, making connector less of a meat grinder, allowing for more tactics instead of brainless rushing.






  13. Like
    CacouQ reacted to cl0sur3 in [CS:GO] Caligula (Classic 5v5)   
    Hi guys,
    As I wait for a first play test to happen, I make progress on the more "artistic" side of the mapmaking. This is very important to me, to explore what kind of atmosphere I want the map to have. While I've never been to Malta and I certainly wasn't around in the 60's, I daydream about life in Caligula, my fictitious place on the island. This doesn't involve any progress to the mapfile itself, I'm basically just shaping this place in my head. What was believable there, how was everyday life like? Even: what are the people like and what did they do? I try to use my imagination and walk around the place in my head, I meet people, look at the buildings. What does it smell like? And so on...
    Reference material is essential to this, to make the place feel alive and believable. So today I would like to share some of those moods I've been throwing together, so you guys can get a feel for where this is going.
    I also wanted to share this amazing video with you guys, 36 minutes of Malta in the sixties. This has just been an amazing resource for me:
    There's just something about video, a normal photograph can't capture.

    In the sixties Malta was an architectural mixture of "newer" and old greek influenced buildings. While not all these photos are from Malta, they give me a sense of atmosphere...

    Color is going to play a pivotal role in making Caligula feel alive, while also providing the map with a great flow, great understanding for new players and unique look. I'm mostly exploring bright yellow / white tints, with elements in various shades of lively blue and the occasional color accent of red / purple / pink.

    Signage on Malta in the sixties was clean! Many typography examples I find from the island are just straight modern looking. This is perfect, it fits directly into a map that's going for a "clean" look, while still being believable. The last thing I want to do is make the map feel "too much" or over-detailed. Visibility is a huge factor and these clean typographic signs feel just right!

    I'm developing some standout areas in my head. Ancient greek ruins on A bombsite, a more modern statue on bombsite B, a fish market, a flower stand, maybe a fruit stand, a costume maker with these typical 60's men suits, maybe a chocolatier. Since the map has some height difference, especially nearing bombsite A, I also want a beautiful view on the sea. Important to making these places feel living and breathing, will be to provide a fitting soundscape: the occasional bird, the scream of a seagull in the distance, a mediterranean wind, cracking wood, flowers at the flower stand in the wind, etc
    Thank you so much for reading my nonsense, I hope you like where this is going! Feedback is highly appreciated as usual!
  14. Like
    CacouQ got a reaction from Edude in de_sillar (WIP)   
    Hi all,
    I am new to Mapcore and relatively new to mapping. However I have always been fascinated with architecture (my first word was roof, which still sounds strange to me today) and I have found a hobby in using the SDK editor. I by no means expect an amazing final product to this map I am starting to work on, especially given I have no knowledge of making custom assets so I will be relying on what is available. However for now I will give you the idea behind my map as well as a gallery of pictures I am using for inspiration. For now all you need to know is the idea is to have a fun, fast paced competitively viable cs-go map made in however long it takes to get there (probably will still be here updating in a decade knowing me.)
     
    Why Sillar?
    In 2020 I was watching a series called "Race Across the World". In this series pairs have to try and make it from one location to another in the least possible time with limited resources such as money. The second series was a race through Latin America and in one particular episode one of the pairs went to a city in Peru named Arequipa. The architecture and in particular the white materials used to build much of the historical center caught my eye immediately, and upon further research I found that this material used in much of Arequipa is called Sillar, a type of rhyolite that was formed over centuries from volcanic activity in the region's nearby volcanoes. At some point I intend to make custom textures based on Sillar but that is a long way off considering I haven't yet even come up for a map design.
     
    What notable features do I want my map to have? 
    One feature I would like is fast rotates, I am not a huge fan of Nuke but I liked how the incredibly fast rotates made the map harder to learn but more rewarding for those who mastered it like Astralis. Another feature I want is a unique middle, I do not want a middle of the form seen for example on Dust 2 or Mirage. I want a system in which the counter terrorists maybe dedicate 1 player to each site but there are opportunities to push forward and take map control like on Overpass, and the middle section would somehow be split into multiple connectors. The idea is that it would be quite easy for counter terrorists to hold the bombsites at first however if they loose control over middle it becomes incredibly hard to go for a fast retake and CTs will either be forced to take longer rotates through spawn areas or take loads of risks going through open courtyards and streets. I also want to utilise sound as much as possible - quicker routes to sites or certain regions of the map might come with the trade-off that you make sound-queues. I also want a good mix of one way drops, wall bang spots, fair boost spots and water elements. I think having a sky box with the volcanoes that surround Arequipa in the background would also add something to the map. In general, I also want to utilise elevation and geometry to the greatest extent possible - I don't want to fill the map with generic crates, I want the angles to come naturally from the map's design and in doing this I will probably save myself a lot of work later on. I also want to experiment with lighting a lot, since it always seems to be left unused in many maps to its full potential.
    Image Gallery
    Since I haven't yet got a map design, I will share some inspirational photos I found of Arequipa, I would like in some way to include the Plaza de Armas and the nearby Cathedral but I will try to avoid copying things from real life, and merely take inspiration from the architecture:
    This is probably ambitious for a first map, however I intend to get as much fun out of the process as possible and share it with others along the way!
  15. Like
    CacouQ got a reaction from Freaky_Banana in de_sillar (WIP)   
    Hi all,
    I am new to Mapcore and relatively new to mapping. However I have always been fascinated with architecture (my first word was roof, which still sounds strange to me today) and I have found a hobby in using the SDK editor. I by no means expect an amazing final product to this map I am starting to work on, especially given I have no knowledge of making custom assets so I will be relying on what is available. However for now I will give you the idea behind my map as well as a gallery of pictures I am using for inspiration. For now all you need to know is the idea is to have a fun, fast paced competitively viable cs-go map made in however long it takes to get there (probably will still be here updating in a decade knowing me.)
     
    Why Sillar?
    In 2020 I was watching a series called "Race Across the World". In this series pairs have to try and make it from one location to another in the least possible time with limited resources such as money. The second series was a race through Latin America and in one particular episode one of the pairs went to a city in Peru named Arequipa. The architecture and in particular the white materials used to build much of the historical center caught my eye immediately, and upon further research I found that this material used in much of Arequipa is called Sillar, a type of rhyolite that was formed over centuries from volcanic activity in the region's nearby volcanoes. At some point I intend to make custom textures based on Sillar but that is a long way off considering I haven't yet even come up for a map design.
     
    What notable features do I want my map to have? 
    One feature I would like is fast rotates, I am not a huge fan of Nuke but I liked how the incredibly fast rotates made the map harder to learn but more rewarding for those who mastered it like Astralis. Another feature I want is a unique middle, I do not want a middle of the form seen for example on Dust 2 or Mirage. I want a system in which the counter terrorists maybe dedicate 1 player to each site but there are opportunities to push forward and take map control like on Overpass, and the middle section would somehow be split into multiple connectors. The idea is that it would be quite easy for counter terrorists to hold the bombsites at first however if they loose control over middle it becomes incredibly hard to go for a fast retake and CTs will either be forced to take longer rotates through spawn areas or take loads of risks going through open courtyards and streets. I also want to utilise sound as much as possible - quicker routes to sites or certain regions of the map might come with the trade-off that you make sound-queues. I also want a good mix of one way drops, wall bang spots, fair boost spots and water elements. I think having a sky box with the volcanoes that surround Arequipa in the background would also add something to the map. In general, I also want to utilise elevation and geometry to the greatest extent possible - I don't want to fill the map with generic crates, I want the angles to come naturally from the map's design and in doing this I will probably save myself a lot of work later on. I also want to experiment with lighting a lot, since it always seems to be left unused in many maps to its full potential.
    Image Gallery
    Since I haven't yet got a map design, I will share some inspirational photos I found of Arequipa, I would like in some way to include the Plaza de Armas and the nearby Cathedral but I will try to avoid copying things from real life, and merely take inspiration from the architecture:
    This is probably ambitious for a first map, however I intend to get as much fun out of the process as possible and share it with others along the way!
  16. Like
    CacouQ got a reaction from Rump3L in de_sillar (WIP)   
    Hi all,
    I am new to Mapcore and relatively new to mapping. However I have always been fascinated with architecture (my first word was roof, which still sounds strange to me today) and I have found a hobby in using the SDK editor. I by no means expect an amazing final product to this map I am starting to work on, especially given I have no knowledge of making custom assets so I will be relying on what is available. However for now I will give you the idea behind my map as well as a gallery of pictures I am using for inspiration. For now all you need to know is the idea is to have a fun, fast paced competitively viable cs-go map made in however long it takes to get there (probably will still be here updating in a decade knowing me.)
     
    Why Sillar?
    In 2020 I was watching a series called "Race Across the World". In this series pairs have to try and make it from one location to another in the least possible time with limited resources such as money. The second series was a race through Latin America and in one particular episode one of the pairs went to a city in Peru named Arequipa. The architecture and in particular the white materials used to build much of the historical center caught my eye immediately, and upon further research I found that this material used in much of Arequipa is called Sillar, a type of rhyolite that was formed over centuries from volcanic activity in the region's nearby volcanoes. At some point I intend to make custom textures based on Sillar but that is a long way off considering I haven't yet even come up for a map design.
     
    What notable features do I want my map to have? 
    One feature I would like is fast rotates, I am not a huge fan of Nuke but I liked how the incredibly fast rotates made the map harder to learn but more rewarding for those who mastered it like Astralis. Another feature I want is a unique middle, I do not want a middle of the form seen for example on Dust 2 or Mirage. I want a system in which the counter terrorists maybe dedicate 1 player to each site but there are opportunities to push forward and take map control like on Overpass, and the middle section would somehow be split into multiple connectors. The idea is that it would be quite easy for counter terrorists to hold the bombsites at first however if they loose control over middle it becomes incredibly hard to go for a fast retake and CTs will either be forced to take longer rotates through spawn areas or take loads of risks going through open courtyards and streets. I also want to utilise sound as much as possible - quicker routes to sites or certain regions of the map might come with the trade-off that you make sound-queues. I also want a good mix of one way drops, wall bang spots, fair boost spots and water elements. I think having a sky box with the volcanoes that surround Arequipa in the background would also add something to the map. In general, I also want to utilise elevation and geometry to the greatest extent possible - I don't want to fill the map with generic crates, I want the angles to come naturally from the map's design and in doing this I will probably save myself a lot of work later on. I also want to experiment with lighting a lot, since it always seems to be left unused in many maps to its full potential.
    Image Gallery
    Since I haven't yet got a map design, I will share some inspirational photos I found of Arequipa, I would like in some way to include the Plaza de Armas and the nearby Cathedral but I will try to avoid copying things from real life, and merely take inspiration from the architecture:
    This is probably ambitious for a first map, however I intend to get as much fun out of the process as possible and share it with others along the way!
  17. Like
    CacouQ got a reaction from cl0sur3 in de_sillar (WIP)   
    Hi all,
    I am new to Mapcore and relatively new to mapping. However I have always been fascinated with architecture (my first word was roof, which still sounds strange to me today) and I have found a hobby in using the SDK editor. I by no means expect an amazing final product to this map I am starting to work on, especially given I have no knowledge of making custom assets so I will be relying on what is available. However for now I will give you the idea behind my map as well as a gallery of pictures I am using for inspiration. For now all you need to know is the idea is to have a fun, fast paced competitively viable cs-go map made in however long it takes to get there (probably will still be here updating in a decade knowing me.)
     
    Why Sillar?
    In 2020 I was watching a series called "Race Across the World". In this series pairs have to try and make it from one location to another in the least possible time with limited resources such as money. The second series was a race through Latin America and in one particular episode one of the pairs went to a city in Peru named Arequipa. The architecture and in particular the white materials used to build much of the historical center caught my eye immediately, and upon further research I found that this material used in much of Arequipa is called Sillar, a type of rhyolite that was formed over centuries from volcanic activity in the region's nearby volcanoes. At some point I intend to make custom textures based on Sillar but that is a long way off considering I haven't yet even come up for a map design.
     
    What notable features do I want my map to have? 
    One feature I would like is fast rotates, I am not a huge fan of Nuke but I liked how the incredibly fast rotates made the map harder to learn but more rewarding for those who mastered it like Astralis. Another feature I want is a unique middle, I do not want a middle of the form seen for example on Dust 2 or Mirage. I want a system in which the counter terrorists maybe dedicate 1 player to each site but there are opportunities to push forward and take map control like on Overpass, and the middle section would somehow be split into multiple connectors. The idea is that it would be quite easy for counter terrorists to hold the bombsites at first however if they loose control over middle it becomes incredibly hard to go for a fast retake and CTs will either be forced to take longer rotates through spawn areas or take loads of risks going through open courtyards and streets. I also want to utilise sound as much as possible - quicker routes to sites or certain regions of the map might come with the trade-off that you make sound-queues. I also want a good mix of one way drops, wall bang spots, fair boost spots and water elements. I think having a sky box with the volcanoes that surround Arequipa in the background would also add something to the map. In general, I also want to utilise elevation and geometry to the greatest extent possible - I don't want to fill the map with generic crates, I want the angles to come naturally from the map's design and in doing this I will probably save myself a lot of work later on. I also want to experiment with lighting a lot, since it always seems to be left unused in many maps to its full potential.
    Image Gallery
    Since I haven't yet got a map design, I will share some inspirational photos I found of Arequipa, I would like in some way to include the Plaza de Armas and the nearby Cathedral but I will try to avoid copying things from real life, and merely take inspiration from the architecture:
    This is probably ambitious for a first map, however I intend to get as much fun out of the process as possible and share it with others along the way!
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