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What I'm Working On

  • FMPONE
  • June 5, 2014 at 12:49 PM
  • Bodd Jonar
    • February 25, 2016 at 1:23 PM
    • #341

    This smoke is no longer possible, as it hits the diagonal wall

    https://youtu.be/g9WfIXWgU5s?t=79

    Did you add anything here? https://gyazo.com/1f7aadbf83ff7d3411a9cf7e21802246 Because somehow it always bounces on that thing now.

    Ok found another way to throw the smoke, but from on top of the crate. But I noticed that jumping up on the crate is pretty messed up, your character are forced into a crouch position, it can't stand up because of the fence above it.

  • popillil
    • March 18, 2016 at 2:28 AM
    • #342

    What happened to de_grace? You had some nice WIP images, and stuff. Did you scrap it? @FMPONE

  • FMPONE
    • June 3, 2016 at 2:28 PM
    • #343

    Max Reiger put this together using all of the many, many Santorini greybox builds

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  • jakuza
    • June 3, 2016 at 5:16 PM
    • #344

    Saw this under 3 different subs on reddit already :D

    Very cool video, really like how you defined the structure details before adding materials and clutter.

  • Minos
    • June 3, 2016 at 6:43 PM
    • #345

    So awesome, great vid :)

  • FMPONE
    • February 7, 2017 at 12:45 PM
    • #346

    Released the grey-box of Subzero yesterday, can be found here :)

    http://steamcommunity.com/sharedfiles/fi…s/?id=855326723


    EU and NA playtests today on Reddit, it sure would be great to see you guys there!

  • RaVaGe
    • February 7, 2017 at 4:55 PM
    • #347

    No pics no clicks.

  • Radu
    • February 7, 2017 at 5:26 PM
    • #348

    @FMPONE when are you going to try some non-4leafclover layouts?

  • FMPONE
    • February 7, 2017 at 6:42 PM
    • #349
    Quote from Radu

    1 hour ago, Radu said: @FMPONE when are you going to try some non-4leafclover layouts?

    Subzero is pretty strange, have you played it? :)

    Quote from RaVaGe

    1 hour ago, RaVaGe said: No pics no clicks.

    Pretty sure there was a picture in that post :D

  • Klems
    • February 7, 2017 at 7:16 PM
    • #350

    Wasn't that map supposed to be a remake of seaside? I ran around it for a few minutes and it looks nothing like seaside.

  • El_Exodus
    • February 7, 2017 at 7:18 PM
    • #351

    "Seaside 2" not Seaside remake. That's why :P And unique names work better. So..

    If i'm not mistaken

  • Radu
    • February 7, 2017 at 7:18 PM
    • #352
    Quote from FMPONE

    34 minutes ago, FMPONE said: Subzero is pretty strange, have you played it? :)

    Yes, I liked the terrorist mid entry and bangable wall section on one of the bombsites, but it's not strange enough.

  • FMPONE
    • February 7, 2017 at 7:23 PM
    • #353
    Quote from Radu

    5 minutes ago, Radu said: Yes, I liked the terrorist mid entry and bangable wall section on one of the bombsites, but it's not strange enough.

    What are your favorite maps?

  • Radu
    • February 7, 2017 at 7:43 PM
    • #354
    Quote from FMPONE

    4 minutes ago, FMPONE said: What are your favorite maps?

    inferno and aztec(I just dropped the mic with that one, but I really appreciate aztec's compact and simple layout)

  • FMPONE
    • February 7, 2017 at 7:45 PM
    • #355

    brb guys, adding an underground water section! JK :)

    If you have any ideas on how to make the map more strange, feel free

  • SirK
    • February 7, 2017 at 7:48 PM
    • #356

    havent played it with real people yet - but the timings seem like way of for my taste :( CTs are able to get into defending positions way earlier than the Ts are on the sites and the routes are pretty sniper heavy + you can smoke / molotov of every entrances on the sites :(

  • gleddez
    • February 7, 2017 at 11:46 PM
    • #357

    Hey, so I ran around this for about 15 minutes and I found it quite interesting. Sorry for the image quality, I was on my laptop where I have to play 800 x 600 for CS to be playable.

    So, firstly, I'm not a fan of this angle. Timings work out so CTs can get to this spot and watch any T who passes that window. An awper can get an easy pick and fall back into the cover of the crate, then repeat.


    Speaking of the window, it seems a bit odd to have it on-route to the door. One benefit of a door is it's element of suprise, so if a T on his way to the door is visible by the rest of the site, then when he/she opens the door, they are at a disadvantage against the CTs.


    Also, I'm unsure about how the pit in A Site will play out. A CT playing there has a lack of cover and no exit other than exposing themselves to the entire site. A molly would render it completely useless. Going off of what you said here...

    Quote from FMPONE

    3 hours ago, FMPONE said: If you have any ideas on how to make the map more strange, feel free

    ...Perhaps you could link the bottom of the pit to another area near the site. Example:


    Lastly, I'm curious as to what what purpose the double doors have? I'm worried that they may just hinder mobility.


    Overall, I like the map. It's very unique, which is always a bonus. Everthing I've said is just speculation, though. Playtesting will probably prove me wrong.

    Good luck! :D

  • Spherix
    • February 8, 2017 at 9:35 AM
    • #358
    Quote from FMPONE

    13 hours ago, FMPONE said: brb guys, adding an underground water section! JK :)

    If you have any ideas on how to make the map more strange, feel free

    You should contact NIPPER.

  • Radu
    • February 8, 2017 at 12:26 PM
    • #359
    Quote from SirK

    16 hours ago, SirK said: havent played it with real people yet - but the timings seem like way of for my taste :( CTs are able to get into defending positions way earlier than the Ts are on the sites and the routes are pretty sniper heavy + you can smoke / molotov of every entrances on the sites :(

    That's not a bad thing. Not every map has to have the exact same timings or number paths/entrances.

  • SirK
    • February 8, 2017 at 12:36 PM
    • #360

    I know ;) I actually like maps that differ from the typical 3-lane-layout with a set number of paths / entrances and so on. But I think the timings (rush / rotate) combined with the layout choices can lead to a heavily ct-sided map. Couldnt attend the playtest yesterday over on reddit but i think ive read "too ctsided" more than one time in the comments.

    I really like the overall layout - the heavy focus on mid control is a nice touch - but I think the timings will break its neck if they stay like they are right now.

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