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[CS:GO] DE_Breach - Released!


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Posted

Hi puddy.

1. There's a one sided wallbang from second floor mid to short B. Aim at the locker and you will find out. (sry cant take any screenshot right now)

2. Practical Suggestion: a. Bench at the back of A site is crazy  b.B plat is just a little bit wider for one smoke to perfectly cover it. Make it 2 times wider actually XD.   c. Remove the clip bushes or make the lights in 2nd floor mid higher so that players wont bump their head when they try to self boost onto the locker.

3.Wild one:  1.Connect A pit to the window that lead to mid(so that the defender rotation from mid to A is longer)   2. Fuck it, Open up the A pit door to mid

Posted
12 minutes ago, IGNI said:

Hi puddy.

1. There's a one sided wallbang from second floor mid to short B. Aim at the locker and you will find out. (sry cant take any screenshot right now)

2. Practical Suggestion: a. Bench at the back of A site is crazy  b.B plat is just a little bit wider for one smoke to perfectly cover it. Make it 2 times wider actually XD.   c. Remove the clip bushes or make the lights in 2nd floor mid higher so that players wont bump their head when they try to self boost onto the locker.

3.Wild one:  1.Connect A pit to the window that lead to mid(so that the defender rotation from mid to A is longer)   2. Fuck it, Open up the A pit door to mid

I made this tutorial roughly 4 month ago: https://www.bilibili.com/video/av26882424/   

hope ppl will find it useful. though the video is in Chinese XD

  • 1 month later...
Posted

Hey folks! There's been some experimental updates to the level, which we'll test tonight at 20.00 CET in 5vs5 comp? Feel free to join (limited slots tho ofc)! Some pics below

 

B connector now leads more directly to B, leading to less crossfire/angles in the heart of mid. Easier flow to B. T's timings have been slowed however so CT has slightly more time to setup defenses.
image.png.c30b0a46707f9f584016ab7823582fdd.png

image.png.1ad69d7aa768af2122cce4f23b9e22cf.png

 

A-long has been simplified and entrance to A has a smoother flow. Still WIP ofc. 

image.png.ca7076daf33ea0600bb237ea90522648.png

image.png.998781aa8ad0af5a33297dc7252a673a.png

 

Movement in T-spawn has been simplified and path signage/readability should be improved.

image.png.2bf0dd865cd028de18a403b2fd53c0a5.png

 

+ minor tweaks here and there!

  • 7 months later...
Posted (edited)

Sorry for the annoying watermark. Even with a simple editor it took me like 30 minutes to record and assemble the clips.

Edit: Bomb stucks start at 1:40

Also the molotov at 0:25 goes through the floor; not sure you want that.

Edited by Interfearance
Posted (edited)
6 hours ago, Interfearance said:

Sorry for the annoying watermark. Even with a simple editor it took me like 30 minutes to record and assemble the clips.

Edit: Bomb stucks start at 1:40

Also the molotov at 0:25 goes through the floor; not sure you want that.

Use Windows Movie Maker, its free, it comes with your computer anyway, it’s good enough to trim and export to Full HD, without watermarks.

Edited by blackdog
Posted
34 minutes ago, blackdog said:

Use Windows Movie Maker, its free, it comes with your computer anyway

Not with windows 10, not anymore anyway, you have to go download it from the windows site and reportedly there's a chance that it just wont work even if you install it.

Posted (edited)

@blackdog Yeah I remember struggling to find it a while back. My idea was that I could cut my render times by half; and I did. However I didn't know there was a watermark until it was too late :(( I guess I should just use premiere. I'm not really going to apply animated lens effects and tweak audio graphs but... no watermark.

Edit: I think I just found one that works! I'll make more videos soon hopefully, finding nades is cool.

Edited by Interfearance
Posted (edited)
9 hours ago, fewseb said:

Not with windows 10, not anymore anyway, you have to go download it from the windows site and reportedly there's a chance that it just wont work even if you install it.

That is wrong because it’s what I’ve been using to edit my CSGO highlights :) 

yes it’s possible that you have to download the package, I omitted that because I didn’t want to complicate the post. Where there’s will there’s power.

I haven’t tried it, but there should be Adobe Premiere Rush for free as well.

Youtube has its own trimming system as well I believe. At least it used to.

@Interfearance dunno about render time, a 2 min clip takes a couple minutes to save/render on my 4-5 years old machine. I don’t find it a problem.

Edited by blackdog
Posted

@Vaya the areas where I felt this the most were def squeek and upper mid. The ladder pane should at least be broken like the one in balcony.

@blackdog my cpu is wonky ever since the stock cooler fell off for a month. Even after replacing it for a liquid one and getting a glass case it was never the same. I'm getting a coffee lake i7 next week

 

  • 2 months later...
Posted
On 8/1/2019 at 11:52 AM, Oleboy555 said:

Congratulations on getting the map in game!

Thanks! I actually missed that the thread had updated (was on vacation at the time)! :D Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. 

WARNING: Designer art below. Everything is heavily WIP. You have been warned!

 

A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view!

327721820_Counter-strikeGlobalOffensiveScreenshot2019_10.11-00_38_15_35.png.f93e1ba6f5912d23b263d46c5b209f5b.png1171666576_Counter-strikeGlobalOffensiveScreenshot2019_10.11-00_38_05_66.png.566bf8bece4a75e13163a2188aadbe4f.png

 

A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles.

119277496_Counter-strikeGlobalOffensiveScreenshot2019_10.11-00_41_18_34.png.1e543be3cd678179e399d2cb7ae0ea4b.png1164683300_Counter-strikeGlobalOffensiveScreenshot2019_10.11-00_46_06_68.png.14c0c06e8faa879e9cb81d7d8b378ae0.png

 

Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations.

2080394685_Counter-strikeGlobalOffensiveScreenshot2019_10.11-00_39_18_49.png.899e50e2f14592291e45ec87de18fb7c.png623876967_Counter-strikeGlobalOffensiveScreenshot2019_10.11-00_40_21_16.png.102e715d7a658be81f72927338c38349.png

 

CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly.

926756060_Counter-strikeGlobalOffensiveScreenshot2019_10.11-00_38_37_26.png.bb4248097bc9ca251a938154986f8549.png

 

+ lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off!

  • 3 weeks later...
Posted
4 hours ago, Puddy said:

The update is now LIVE! ---> https://steamcommunity.com/sharedfiles/filedetails/?id=1258599704

Some info about the update is available in a twitter thread here, for those who are curious!

radar_GIF.gif.777b5099ba359e7d38db79fce1f08fdd.gif

The changes are nice, but I got to ask, did you edit the nav mesh in T-spawn? One of the things I noted down when you sent out those feedback request forms was that when either team would inevitably get a bot, the bots on T-side would camp out int he open and die immediately to CTs rushing lobby. I suggested setting all the nav tile in T spawn to bad camping spots and then setting the 2 cubbies off to the side of T-spawn to good camping tiles. It seems like a lot of work for such a  small change but ive found scrimmage mode to be plagued be abandoning players and a bot on T side with breach might as well of not been there at all.

Posted
15 hours ago, fewseb said:

The changes are nice, but I got to ask, did you edit the nav mesh in T-spawn? One of the things I noted down when you sent out those feedback request forms was that when either team would inevitably get a bot, the bots on T-side would camp out int he open and die immediately to CTs rushing lobby. I suggested setting all the nav tile in T spawn to bad camping spots and then setting the 2 cubbies off to the side of T-spawn to good camping tiles. It seems like a lot of work for such a  small change but ive found scrimmage mode to be plagued be abandoning players and a bot on T side with breach might as well of not been there at all.

CT rushes have been nerfed in general so that should alleviate this issue, I'll keep an eye on this but right now I would classify this as a very minor thing.

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