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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • TheGuma
    • January 26, 2015 at 6:47 PM
    • #11,641
    Quote from FMPONE

    Reminds me of this:


    [Blocked Image: http://s.nx.com/s2/Game/CSO2/obt/Guide/MapImg/kind_01/big/centered_02.jpg]

    For those wondering this is actually a map from Counter Strike Online 2, not a very known game internationally, quite well known in Korean market.

    I would love to make a map like that in CS:GO, but I just keep switching between projects, so I need to focus on one at the moment.

  • Vaya
    • January 26, 2015 at 6:53 PM
    • #11,642
    Quote from LizardPL

    Hi guys, this is my first post here

    I want to get some feedback on my layout.

    TT spawn is on the left side and CT is on the right side.

    [Blocked Image: http://i.imgur.com/lgmEk01.jpg]

    how are the lines of sight from CT?

  • blackdog
    • January 26, 2015 at 7:33 PM
    • #11,643
    Quote from cashed

    some fiddling

    [Blocked Image: http://i.imgur.com/SvhNU2M.jpg]

    Reminds me of a map I started (and of course never finished) for The Specialists T_T

  • Lizard
    • January 26, 2015 at 7:41 PM
    • #11,644
    Quote from Vaya

    how are the lines of sight from CT?

    Respawn zone is not mean to be like this. I should consider change this before taking ss. I want to make ct spawn something inferno like where there is closed area. So basicly they will not see A, B or middle.

  • Trempler
    • January 27, 2015 at 7:07 AM
    • #11,645

    [Blocked Image: http://i.imgur.com/E4PAe8r.jpg]

    [Blocked Image: http://i.imgur.com/Mo7LS0E.jpg]

    [Blocked Image: http://i.imgur.com/bs33DZP.jpg]

    [Blocked Image: http://i.imgur.com/ykdnGOe.jpg]

    [Blocked Image: http://i.imgur.com/JEr64K3.jpg]

    [Blocked Image: http://i.imgur.com/VUZS7H2.jpg]

    Some Texturework I did mostly from hand and on some textures a lil bit of PhillipK ScifiTextures Actual all textures are 512x512

  • General Vivi
    • January 27, 2015 at 12:56 PM
    • #11,646

    @Lemmur - I want your maps babies.

  • Smileytopin
    • January 27, 2015 at 3:48 PM
    • #11,647

    How does this layout look? (About to start recreating in hammer)

    [Blocked Image: http://i.gyazo.com/af7a652c6f72f21d42a19bae780721d9.png]

  • Vaya
    • January 27, 2015 at 3:56 PM
    • #11,648

    403 error. try posting it again

  • cashed
    • January 27, 2015 at 7:31 PM
    • #11,649

    Smileytopin Might be able to squeeze in the width of the map. Also Long A is LONNNNNGGG but not in a dust2 sense. IMO you should reduce the initial area near tspawn


    Very rough but its an idea to take into consideration.


    [Blocked Image: http://i.imgur.com/BWiBXJ1.jpg]

  • Smileytopin
    • January 27, 2015 at 7:41 PM
    • #11,650

    Here is a picture of it ingame,


    It's about 12 seconds to each bombsite, or 8 seconds if you rush down mid to A.


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/530632049644125548/9102F032BBDC54F478E040C9C046A3BE7DE9177E/]

  • onebit
    • January 27, 2015 at 8:20 PM
    • #11,651

    http://www.nielsgade.dk/csgo/

  • ShockaPop
    • January 27, 2015 at 8:27 PM
    • #11,652
    Quote from onebit

    http://www.nielsgade.dk/csgo/


    Well aren't you a man of few words. Maybe you should enlighten us a bit before we click the link?

  • onebit
    • January 27, 2015 at 9:24 PM
    • #11,653

    A contest for csgo!

  • Lizard
    • January 28, 2015 at 2:21 PM
    • #11,654

    Here is overview. [Blocked Image: http://i.imgur.com/H7AP2BF.jpg]

    I'm looking for a feedback on this map layout for de_ map. Timings are:


    TT-> A= 11 secondsCT-> A= 9 secondsTT-> B= 13 or 10 seconds for "short way"CT-> B= 9 secondsRotation from A to B through connector= 11 secondsI need a lot of feedback because I want to make this map fun to play and pretty balanced. Feel fre to ask.

  • jackophant
    • January 28, 2015 at 2:49 PM
    • #11,655
    Quote from onebit

    http://www.nielsgade.dk/csgo/


    1995 called... They want their website back


    It would be nice to have a jpg/png of the image that must be included rather than forcing us to DL vmt/vtf files which I have to open a bloody special tool to view. #effort


    Website doesn't give much away... what do you plan to do with the maps after?

  • onebit
    • January 28, 2015 at 4:42 PM
    • #11,656
    Quote from jackophant

    1995 called... They want their website back


    Took me like two hours to code


    Quote from jackophant

    It would be nice to have a jpg/png of the image that must be included rather than forcing us to DL vmt/vtf files which I have to open a bloody special tool to view. #effort

    Eh, just throw it in csgo and it's ready, easier than having to convert it yourself I think.

    But here's the unedited png if you want to see it anyway.

    Quote from jackophant

    Website doesn't give much away... what do you plan to do with the maps after?

    I'm gonna put workshop links on the site after the deadline and things.

  • jackophant
    • January 28, 2015 at 4:59 PM
    • #11,657
    Quote from onebit

    Took me like two hours to code


    Eh, just throw it in csgo and it's ready, easier than having to convert it yourself I think.

    But here's the unedited png if you want to see it anyway.


    I'm gonna put workshop links on the site after the deadline and things.

    Display More


    It wasnt that the vmt/vtf files are bad, but i clicked on it expecting to see the image before choosing to DL and suddenly downloaded files that most image browsers can't view.


    What's the relevance of the decal? "Aggressive afro dude"?

  • onebit
    • January 28, 2015 at 11:09 PM
    • #11,658
    Quote from jackophant

    What's the relevance of the decal? "Aggressive afro dude"?

    Might as well help a dude that helped me.

  • Parkcityfan
    • January 29, 2015 at 6:35 AM
    • #11,659
    Quote from LizardPL

    Here is overview. [Blocked Image: http://i.imgur.com/H7AP2BF.jpg]

    I'm looking for a feedback on this map layout for de_ map. Timings are:

    I need a lot of feedback because I want to make this map fun to play and pretty balanced. Feel fre to ask.

    TT-> A= 11 seconds

    CT-> A= 9 seconds

    TT-> B= 13 or 10 seconds for "short way"

    CT-> B= 9 seconds

    Rotation from A to B through connector= 11 seconds

    Display More

    Upload a workshop link, or something of that manner. You can't really see much of the map from here. Also you should probably playtest it, but you might want that to come later.

  • Lizard
    • January 29, 2015 at 3:51 PM
    • #11,660
    Quote from Parkcityfan

    Upload a workshop link, or something of that manner. You can't really see much of the map from here. Also you should probably playtest it, but you might want that to come later.


    Workshop link : http://steamcommunity.com/sharedfiles/fi…s/?id=382511601

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