I don't understand how stabbing people in the face, guts, balls, and cutting arms, legs, heads can ever get boring. I would buy a Xbox One just for that.
Posts by BaRRaKID
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It should be mentioned that this won't be an actual product that you will be able to buy buy, the "steamboxes" that will end out in stores will be made by other companies and not by valve. This box in the photos will be used just for testing.
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Quote from Sentura
Looks really good, but why would terrorras bomb those poor monks? Very cry.
Rambo
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I was kind of wondering what happened to crash bandicoot, it was a strong ip a couple of years ago and it just disappeared.
So yeah, a new, proper, crash game would be cool to see.
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Excellent job
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I think the reason why nuke is played so much is because it's the only map with true vertical action since the bomb sites are on top of each other, also you can rotate between each bs really fast (down the vents) which allows teams to create more interesting tactics.
Regarding it being ct sided, the problem is that, having that bomb sites laid out like that requires the T team to play better as a team and have greater coordination. For example, since JeanPaul mentioned it, you can easily win ramps as T, in fact I just watched a match last week (k1ck vs n!faculty) where you had a great example of that from k1ck. You can smoke and flash the ramps from the radio room without being seen, or if you have a good sniper he can pick almost any CT trying to defend ramps.
About train, it turned into a CT sided map after teams started using the train lockout tactic, which basically means that you can lock the entire map with at least 3 snipers (using 4 or even 5 snipers in this map is also not unheard of) since it has really long routes without much cover. But not all teams have 3 good snipers, so it's still an interesting map to play.
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Looking at the first ss i think the problem is the intensity of the white light, if you made the room just a bit darker and with more shadows the orange light would would probably look better. You could also try to change the overall light from white to a very light colour (if it already has some colour then make it a bit more saturated). For example in the second SS, the right part of the image looks very nice, but the left part not so much, in my opinion, due to the colour of the light.
But really great job, waiting for more

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I want to spank the monkey
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Love the light on the second pic. Good job
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Quote from Radu
Valve should put more work into their art assets. Your wagons put everything else on that map to shame.
To be fair, Valves official version of the map looks much better than this. The version shown on the screenshots is a community made version that, from what I understand, was made to look as close as possible as the version from cs 1.6
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Quote from SpronyvanJohnson
Earlier I posted some editor shots of this map. I listened to the feedback (thank you guys) and I made changes accordingly. This only shows the areas that are finished. Except for the last shot in which the hallway needs some extra light. Most of the map is done except for the lighting. Only one area left to build so expect some more screenshots soon. Feedback is always appreciated. Btw, yes, this is for good old Quake 3.
Personally i would remove the lights from the stairs in the first pic and add a secondary colour to the map to accentuate certain areas and make the map look less less repetitive. Maybe use a different colour for the lights in the doors/entrances to make them more visible.
But i really like this, gj.
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The wagons look nice. The way I see it they don't fit the map just because the map is not that good visually.
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That looks great
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Quote from Stranger
As I said before, I agree that it needs another option for retaking the site, but if I add a path there, the CTs can just rush into the tunnel and mow down a rush. I'm thinking about what I can do about this site. Haven't come up with any ideas I completely like yet. But thank you for pointing it out.
Moving the CT spawn more to the left (that is making them take longer to reach each bombsite) would help with that. But basically you need to test the map, get some bots in there and check the timmings and where the chokepoints are.
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Again, I'm just focusing on the CT side now, and what you want to have is a kind of circular path from BS A -> CT SPAWN -> BS B -> BSA with a connector in the middle, basically something like this (excuse my amazing paint skills)
[Blocked Image: http://i.imgur.com/5ss7u1P.jpg]
Those are the only paths the CTs need. Using this suggestion the CT spawn would have to be moved more to the left in order to make the middle connector longer and the timings more even, but that's basically it.
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It's hard to read the layout from the overview, but, looking just at the CTs, there's no path for them to rotate between bombsites without passing through either the T or the CT bombsites. Don't forget that after the bomb is planted the CTs need to retake the bombsite and they need a safe fast route to both bombsites in order to do that.
My suggestion is to create paths in the areas marked with green on this image:
[Blocked Image: http://i.imgur.com/L6ckcKu.jpg]
You should also check your timings (how long it takes to reach each bombsite from both spawn points, how long it takes to rotate between bombsites for both teams, etc.) it seems like the Ts have longer routes than the CTs.