That50'sGuy Posted April 2, 2019 Report Posted April 2, 2019 On 3/31/2019 at 11:27 AM, Serialmapper said: Those tiles look 3D! ...Are they? XD Great job! TECHNICKER 1 Quote
TECHNICKER Posted April 2, 2019 Report Posted April 2, 2019 (edited) Hi, guys. made a little update. Designed a wall on T and edited that entrance to B for Terrorists. it was to open and narrow. + added that crate under "window" at B. I would like to test timings and layout and ask you if the layout doesnt need any big changes (maybe deleting whole under, but i think that it would be too simple then). I want to know if it is worth investing my time. thx Edited April 2, 2019 by TECHNICKER Interfearance, That50'sGuy, a Chunk and 1 other 3 1 Quote
That50'sGuy Posted April 3, 2019 Report Posted April 3, 2019 (edited) Just a tease on some new and upcoming background details Edited April 3, 2019 by I ♡ The 1950's Freaky_Banana, slavikov4, Teddy Graham and 5 others 6 2 Quote
Serialmapper Posted April 3, 2019 Report Posted April 3, 2019 23 hours ago, I ♡ The 1950's said: Those tiles look 3D! ...Are they? XD Great job! Nope, just a pbr material That50'sGuy 1 Quote
That50'sGuy Posted April 3, 2019 Report Posted April 3, 2019 1 minute ago, Serialmapper said: Nope, just a pbr material Huh, I thought PBR wasn't supported in Source? Well either way, they look great! Quote
HydroCat Posted April 4, 2019 Report Posted April 4, 2019 (edited) Hey MapCore! Long time lurker here, with my first post and my first real attempt at a defuse map. It's still in the pretty early stages, and the layout is very basic. But since I'm a novice I figured I would try and keep things simple. And I'm sure everyone is over the orange dev textures, but for some reason they're more inspiring to me than the grayscale ones. I'll be sure to swap them out if I put it up for a playtest though. Workshop Link I have a couple of questions... first and foremost; Do you recommend that I have it playtested and make balance changes and such despite the chances of this map seeing actual server time being next to zero, or should I just disregard balance and go on to detailing for the sake of experience and (hopefully) to finish something? secondly, this one is kind of trivial but how do you come up with better cover than crates and barrels? how do you know what props are available? and do you map out the geometry knowing exactly what prop you'll be putting in around the map or do you just have a general idea and then wing it once the brushes are in place. finally, if there are any glaring issues or any constructive criticism feel free to point me in the right direction. Pictures: Spoiler Edited April 4, 2019 by nesta That50'sGuy, Quotingmc, Klems and 9 others 11 1 Quote
slavikov4 Posted April 5, 2019 Report Posted April 5, 2019 cs_block based on Los Angeles a Chunk, Gawshaark, That50'sGuy and 14 others 17 Quote
strangermonco Posted April 5, 2019 Report Posted April 5, 2019 Hi all, I'm working on a Metroid Prime passion project in Unreal. I've recetly made a video of my level 'Luminae Temple'. Here it is: Quotingmc, MikeGon, Gawshaark and 9 others 12 Quote
Serialmapper Posted April 7, 2019 Report Posted April 7, 2019 de-rose remake before after That50'sGuy, TECHNICKER, a Chunk and 1 other 4 Quote
TECHNICKER Posted April 7, 2019 Report Posted April 7, 2019 Another update guys pushed mid down, the Ts are faster there now, so mid is not as CT sided as it was before, which makes more rotate options for Ts added plant on A (custom train), T main on A, added light to T main in B (will add it on A aswell), updated radar Hope you like it That50'sGuy, a Chunk and Interfearance 2 1 Quote
blackdog Posted April 8, 2019 Report Posted April 8, 2019 On 4/7/2019 at 5:14 PM, Serialmapper said: de-rose remake before after Where the old textures from Max Payne? Quote
Serialmapper Posted April 8, 2019 Report Posted April 8, 2019 Nope. They were from cs:s and textures.com Quote
neptune Posted April 8, 2019 Report Posted April 8, 2019 (edited) I still preparing new update to my Crossfire Remake map for CS:GO and i redesigned inside of bunker, improved models textures quality, made new custom textures and re-adjusted Wingman and Custom Deathmatch mod. Edited April 8, 2019 by neptune slavikov4, Minos, That50'sGuy and 12 others 12 3 Quote
Interfearance Posted April 9, 2019 Report Posted April 9, 2019 @neptune Looks nice, but how does this map even work in CSGO. TECHNICKER 1 Quote
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