Wayyy too many 90 degree angles.
EDIT: The map is literally all 90 degree angles. Get some variance in there!
Wayyy too many 90 degree angles.
EDIT: The map is literally all 90 degree angles. Get some variance in there!
A class with sentries and teleporters
A class with cloaking ability
A class focused on explosives
A class 4 da snipurs
A class with a goddamn fucking medi-beam
I mean there is definitely some new stuff but damn, really? Some serious tf2 up in here.
Looks fun though
I dig this a lot but I would definitely raise the sun's height in the sky. Just a little though so you can keep the sunrise/set colors.
This is relevant on two different levels
Quote from jackophant
- No radar (yet), as I am having problems with cl_leveloverview where large chunks of the map keep disappearing or blacking/greening out
I cannot stress enough how much this really skews playtests. Not having a radar is a big deal in early gameplay tests tbh. Definitely get one in before tuesday!
Your problem with the map going green or blacking out (might) stem from not being outside the map before enabling cl_leveoverview. Turn on noclip, fly to way above your map and look down - THEN enable cl_leveloverview. Does that fix it?
Quote from FMPONE
Oh shi- ![]()
Does this mean I have to finish the map now?
Quote from Idolon
Ha thanks bro!
The reason imbricatus was such a massive workload/failure/whatever was because it had zero planning (I knew what I was getting into with that). The only concept I required in my head while making it was to have the layout overlap itself. Other than that, I just would open the map every day and make whatever came into my head until I was happy with it. I was also still learning the tf2 scale - something that threw me off more than Id like to admit. Chateau was a product of trying to visually explain the imbricatus layout overlap via that bridge but I just never finished it.
I will return to chateau in the future - I have so many good ideas for it. ![]()
Cs_workout was pretty fun and I didnt notice any glaring layout flaws. Also, Puddy had a good idea of making the bleachers start half a floor up to more clearly define the playable space and I think that is an excellent idea.
One thing I didnt like though was this far hallway:
http://i.imgur.com/gYQlrWA.jpg
Its super long which lead to a lot of people essentially getting "trapped" in the middle of it due to the lack of any cover. It just felt a little off.
I know my map is a remake but did anyone notice any glaring issues?
Can I get a map test slot this sunday at 3pm EST? ![]()
Got a contra remake in the works.
Overview:
[Blocked Image: http://i.imgur.com/S4TjhMW.jpg]
Screens:
Download:
Im not bashing insertion because I quite like the map but I am pretty sure there is an achievement along the lines of "win a round of insertion competitive"
http://www.reddit.com/r/GlobalOffens…allouts/citnmsa
I really hate the stubborn rigidity of CS comp, its really such a bummer. I mean is it really going to bring your whole world down if you have to learn new strats and gameplay styles? If your map isnt a straight dust2 copy or slight variance of it, the comp community will almost guaranteed hate it. ![]()
Oh well really.
Tie it to a func_detail?
FUCK YES!
I really miss unreal
Puddy with a black mesa hoodie??
Amsterdam to China and back doesnt sound almost dead to me ![]()
Yeah I took it out for the time being because I want to separate my photo work and LD work. Im not sure what Im going to do with my LD work yet.
Just tryin to break into the porn biz, guise
This is really awesome. Is that the tf2 desert rock texture in the third shot? ![]()
I genuinely wasnt being a dick ![]()