GUMBAL
💎💎💎💎💎
MISE A JOUR Sunday December 31st 5:05AM GMT
Voici une petite information de plus de la part d'Alex Garfield :
En gros, la semaine prochaine, une grosse nouvelle sera présente ! (En éspérant que cela soit enfin la bonne)
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Voila encore 3 nouveaux screens et un message :
Voici une petite information de plus de la part d'Alex Garfield :
En gros, la semaine prochaine, une grosse nouvelle sera présente ! (En éspérant que cela soit enfin la bonne)
After several weeks of downtime due to some minor hosting issues, we've been able to successfully resurrect the site, and it's back to full functionality. We're currently working on finishing up several community features, most notably voting and Q&A, which will become integral to CSP's success as we move forward with the project.
Speaking of moving forward with the project, CSP is most certainly not "dead," as people have been posting on the forums. While we value keeping in contact with the community, it is an official policy of ours not to post on forum threads, with very few exceptions. We prefer to maintain contact with the community through CSPromod.com, and now that it's back up, our window of contact has returned. So please continue to post on the forums frequently, as we do pay attention to them very closely. Again, voting and Q&A features will be added as soon as possible to allow for further community involvement.
Lastly, we have a very big announcement coming up, which will be released next week. So make sure to pay attention to CSPromod.com for all the details! Once again, we thank all of you in the community for your continued support.
Alex Garfield
Executive Director
Counter-Strike Professional Modification
Sunday December 31st 5:05AM GMT
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Voila encore 3 nouveaux screens et un message :
Today, we're happy to bring you all some more visual updates from the CSPromod project. We've been making some great progress recently, particularly in the mapping department, in which we now have completed preliminary versions of all four primary maps: csp_inferno, csp_dust2, csp_nuke, and csp_train.
The focus, as far as mapping goes, will now be directed to sprucing up the visual complexity of the maps (of course, without altering any gameplay-relevant aspects). Several months ago we brought you some screenshots of our second revision of csp_inferno, and today we're happy to bring you some captures from our third revision. Enjoy!