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Everything posted by TulioBRr
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Actually they're kind the same as mirage. 18s (clearing corners and slow reaction time) rotation through ct spawn. 11s flat 18s (same) going through mid. 13s flat 22s t's rotation through spawn
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After a long time without updating this topic i bring here the last version of de_Volcano before the artpass I just want to say sorry for not posting the updates of each new version of de_volcano. I uploaded every single radar (almost) on the steam workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=3234614078 Special thanks to: sigf, catastrophe, coachi, nicolino, edude, yel, cooper, pdr, broken, ORB-NRG, karthoum, rebze, olav, jinqs, T1mure, vaya, akhandey, pati, blacky, h8sya, mine are, lydran. *Sorry if your name isn't here and you think it should. I really did my best remembering everyone wich helped with playteting and giving feedback for de_Volcano. New Story: Two mining companies are "clandestinely" mining the base of a dormant volcano in search of precious minerals. However, the wealthier company is doing everything to hinder the work of the other, which is not as rich and only has one processing point for its ores. The affected company decided to hire a group of terrorists to blow up a newly built minecart bridge over its main collection point. However, the terrorists have to be careful to cause as little damage as possible to the company that hired them, so they have to choose one of two support pillars of the bridge (bombsites) that are furthest from the center of the map to blow up. New Theme: Theme: Mining Zone at the Base of a Volcano Details: *A small lake in the center of the map where the middle (rotation zone) is located. *A river circling the map. *A large lake at the foot of the volcano next to bombsite A where the river flows into. *A large cave connecting CT base to bombsite A. *Big volcano in the background Changes to the layout-> Middle Rework of the upper left passage. The lower passage has been removed. Added a surf zone instead of the drop to the Tr side. New drop in the middle for the A connection. Bombsite A The interior of the house has been removed. The space behind the backsite pillar has been blocked. New, more direct connection to the middle. Bombsite B The bomb site area is much larger. Cover rework. New backsite with a new opening where you can fall (die) in the river. New angle of the CT balcony at the main Tr entrance. Counter-Terrorist Base Complete rework, adding a much more direct path to B and a more dynamic one to A and the middle. Counter-Terrorist Base Much more direct path to both bomb sites. Here some screenshots of this last version
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Big Adventures Contest WINNERS
TulioBRr replied to Rebze's topic in Counter-Strike 2 Big Adventure Contest
Big W for everyone -
great changes. the map improved a lot =D
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After some time and some playtests, i decided to celebrate the 1000+ views of the map on the steam workshop page by finally updating the map. i updated this areas of the map -> -BombSite A *reworked the bombsite angles (might be a little bit too small now) *improved the beach *changed the door location and the stairs *removed a bit of the wiggle in the path inside the house (simplified it) *oppened up the ceilling in the back of the house (connection with t's mid) -BombSite B *reworked the entire bombsite structure and theeme *removed the stairs for the ct's second route to B *swapped the arch of the 2nd entrance of the terrorist for a staircase *oppened up the cave on the ct entrace to the bombsite -Middle *added a drop hole before the little bridge, to the A connector *widened the ct entrance and it's cover *rotated the ladder -Tweaked the Ct's pathing to B and Middle to cut up some angles -Adjusted de Lighting -Updated Radar Thank you very much for reading this ^^
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hey, i have a little question: WIll the map keep the clean looking textures after the artpass ? bcs they look so good rn
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Update !! -Bombsite B *added a new arch entrance for the terrorists *oppened the angle in the main arch for the Ct's cave *shortenned the T's catwalk -Middle *added two new pillars oneach side of the Ct bridge to block off some angles and open up Ct's play possibilities *adjusted timmings *the ceilling of the Ct's path and the T's are a little highier now -fixed a place where you would be tanking damage in the water when you shouldn't on A site. -added asmall hole in the house on A site to the conector -Swapped the ladder for a small block to jump up in the boat shortcut in T's spawn -updated radar Here some screenshots of the changes ->
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Update!! Rewoked Middle *Removed the connection between mid and under mid *Added a path arround the inside of the volcano connecting th T's peek on middle with the Ct's peek *Moved the acess to the connection to A from Ct's peek to under the Ct's peek *Added a surffable surface under the T's peek as a opition to a faster timming on the connectors Reworked Bombsite B *Removed everything *Blocked the path with a boostable container from the T's arch to the conector *Oppened up the appartments (no longer a appartment) *Switched the balcony for a staircase *Removed the clip brush (invisibble wall) all along the beach on A site *Added death trigger all along the beach on the A site if you go to much further on the water *Added a new way to climb up to the deck *Moved the door to behind the contairner, opposite sid of the wall it is located
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looks like none of the volcano island maps made it trought the next fase keed working
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i'm a litlle bit disappointed that volcano didn't make it to the next stage, but i'ill kee working on it, so stay tunned for updates Btw i have a update ready for tomorrow Congrast to everyone who got choosen
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[CS2] Big Adventure Mapping Contest
TulioBRr replied to FMPONE's topic in Counter-Strike 2 Big Adventure Contest
congrats to everyone =D -
i forgot to post it here too hehe Good Luck for everyone who submited a map for the first stage of this constest let's take a break now and wait for the judges decisions =D
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Update ! *Made the exterior house curb on A site bigger *Added a wallbangabble wall under the balcony in middle *Changed the second route to B, now it goes trhought the church *Reworked the bombsite B (angles and cover) *changed the ladder for the appartment for a skill jump (it's not that hard indeed) *added some lighting where had poorly visibility and changed the twxtures there for a generic one *Added a bunch of clipping on the mountain edges due to a lot of pixel walk happening in this locations *Re-added the 3D skybox Here's the updated minimap-> And here's some pictures of the changes
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Update!! reworked the entire map because i lost the original map due to a malfunction on my ssd wich corrupted almost 300gb of unic files(sad). Updates-> Bombsite A *Changed how the conectors work (house and backsite)[mostly angle changes *removed the mid door, beign only left now the beach door on the house *removed the pillar in the ct main Bombsite B *Changed the theme os the bombsite (now it's a statue in frot of a church) *the plant zone is now smaller and circular *Moved the cover around inside the bombsite *Added a ladder in the drop on the back site (the drop on the back site is now a balcony) Middle *Changed the ladder connecting the upper mid with under mid to a staircase *added a one way drop to the beach(A long) from the T's path for middle Terrorist spawn *Moved the spawn positions and the buyzone backwards *Changed the route to B(removed the beach) *added a boat and a ladder for a faster but riskier timming to B *Removed the cover on the B arch Other changes *Reworked the etire mountain *Removed the skybox (gonna do it later) *Fixed lighting *Addded a lot more textures to the entire map (almost leaving the greybox stage) Here some pictures of it And the minimap ----->
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Currently i'm making a new/better version of the map with small changes to the layout but keeping the way it worked by now the map is 60-70% completed, only being left the polishing and small touches to the overall layout. Then detailing is the only thing that's left for me to do, wich is going to be exausting probabbly hehehe. I'm leaving here some links for all the playtest videos and the map demos if you want to see how the map evolved https://drive.google.com/drive/folders/19VwCIFPUJrnk8f-q4vW6MXwOXmK09hHG?usp=sharing ->all the map demos while it was on the mapcores faceit hubs
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Update!! -BombSite A *Changed the path around the site *Added some visual steps on the ct ramp where you can climb *Moved the central cover on the site to the corner *Changed the conector to mid *Added water *Added more textures -BombSite B *Added water *Added more textures *Angled the corner on the stairs at the ct main *Made the interior area smaller *Removed some strange angles -Middle and Spawn Zones *Moved the ct window to the middle of the wall *Moved the cover arround on the t side of the middle *Added a real fountain on the t's spawn *Moved the A t's conector closer to the window
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the map actually needs to be 5v5 not wingman
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As the Time on the HUB expired (21) i got pretty much all i needed Here's some stats of the map after the week it was on the Faceit Hub Winning probability-> Wepons stats -> ----------------HEAT MAPS-------------- (not completly sure about the alignment) Terrorist Death-> Terrorist Kill-> Conuter-Terrorist Death-> Counter-Terrorist Kill Grenades-> -------------Bomb Sites-------------- Bomb Site A-> Bomb Site B->
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Update!! Fixed the skybox Info The map is playabble right now in the Mapcore's Faceit community Hubs til june 21th -> EU: https://www.faceit.com/en/hub/05f970ad-b6a9-4740-89d1-a9fea46f7525/Mapcore EU - Community Maps/chat NA: https://www.faceit.com/en/hub/54e93df2-b867-4e8d-bf24-8769b03c5517/Mapcore NA - Community Maps/chat SA: https://www.faceit.com/en/hub/8c9bf713-db99-4f40-97af-a0a47fded2c3/Mapcore SA - Community Maps/chat
