csgo

Tuxxi recompiled propper against Source SDK Base 2013

Sweet! My workaround for streamlining propper is no longer needed. Now you can download a version of propper that works with the “modern” Source games, and you don’t have to install and switch between two development environments. Get the new recompiled for source sdk 2013 propper here ↙ https://github.com/tuxxi/propper-2013/releases It does not work with CS:GO directly For […]

de_boardroom 0.1 released on Steam Workshop

http://steamcommunity.com/sharedfiles/filedetails/?id=388019891   Version 0.1 A multi-tiered corporate boardroom in the penthouse atop a century-old skyscraper. Focus on tight quarters, verticality, and non-traditional CS. INTERESTING: *two-bomb DE gameplay at the moment *multiple custom models TODO: *Support more gametypes *Soundscape/audio pass *Bombsite B needs work *Update radar image *Clipping pass *Replace more geometry with custom models, such […]

New CSGO Map De_Boardroom: Major lighting pass, detail work, new building exterior.

I’m super happy to post this update. Here’s what’s happened since I started re-skinning the level exterior, and detailing the interior. FYI still a lot of WIP art, most notably the large hanging sculpture in the center of the main atrium. Created a dozen or so models for the exterior. Really would like more to […]

de_boardroom level design work in progress – new architecture

After a lot of debating and hem-hawing, I’m switching the architectural skin of the building from a generic modern look to an older and move developed Neo Gothic (with a touch of Art Deco) style. The old floor to ceiling windows on most rooms will be gone, and the general feel of the level will […]

Screenshot Update – de_boardroom map for CS:GO

  New shots uploaded tonight. I’ve been able to peck out an hour here or there on this map over the last month, and I’m at the point where I require feedback. I’ll be uploading soon, very soon, for some initial testing. I won’t be doing any more work on the map itself before uploading, […]