I had the same thing yesterday. verifying the gamecontents did it for me.
keep trying ![]()
I had the same thing yesterday. verifying the gamecontents did it for me.
keep trying ![]()
Quote from FMPONEI would clean up the linework on this. It's beautiful but its very detailed for a sticker, I think. Not that I'm an expert, my attempt sucked
i'll see what i can do about that later today but i think it will work out when i scale it down.
hope to have the sticker ready by friday. i'm going for paper-backed glossy and holo. ![]()
Quote from SotaPoikaWhat if the shield would get knocked off with he-grenade?
or it could wear off like kevlar
I'm working on a defusal map set in an african mining environment.
Terrorists plan to disrupt the operation by destroying crucial machinery.
[Blocked Image: http://i.imgur.com/5jSD4GZ.jpg]
layout
[Blocked Image: http://i.imgur.com/xcjAgY4.jpg]
t-start
[Blocked Image: http://i.imgur.com/iaOlmfG.jpg]ct-start
[Blocked Image: http://i.imgur.com/81qjOZv.jpg]
bombsite A
[Blocked Image: http://i.imgur.com/uIcMlJH.jpg]
bombsite B
[Blocked Image: http://i.imgur.com/QEaxTX7.jpg]
boost area in mid
[Blocked Image: http://i.imgur.com/3BbaH7M.jpg]
conveyor area
[Blocked Image: http://i.imgur.com/1i20p21.jpg]silo area above mid
[Blocked Image: http://i.imgur.com/3W4Bogn.jpg]jungle
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jungle concept
My main concern is about the layout. The previous playtest showed that there where too many connections
so that the gameplay was more ore less deathmatchstyle.
Since then I cut some routes and widened the remaining ones a little bit.
The current version (a3) can be found here:
I'm curious about the latest playtest's feedback and any thoughts in general.
Cheers!
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Hi there!
I'd like to call one of thursday's slots to test twinstar again. Overall I'm interested in opinions on these questions:
- Does the layout match tactical gameplay? (Since there were some concerns)
- What do you disklike most?
- What do you like best?
- Is the map fun?
some weird textured screenshots
Hope to see you on thursday.
looks awesome!
Quote from PogoP
is there a hurt trigger attached to the kart?
Yesterday's playtest was fun (although i didn't stand a chance).
The last version i played (v50 i believe) fellt like a maze to me with brown walls all around and little orientation points. You got that covered by now and it works well in my opinion.
I saw two minor things during the test:
this one is obvious but i post it anyway:
[Blocked Image: http://i.imgur.com/G1HMGkf.jpg]
the other thing was this lamp. it's flickering when you move around (looked like a sprite issue):
[Blocked Image: http://i.imgur.com/g3GzQ6U.jpg]
i think that bagra hits the spot for most cs players. maybe you could do a little more optimisation and you're good to go ![]()
Quote from Hashtag[Blocked Image: http://img15.hostingpics.net/pics/141961riot41.jpg]
how about de_marquis ?
in french a street section is called défilé (i think). so maybe de_file? ![]()
anyway, great work! i really like the layout.
looks pretty solid. i'll try to make the next playtest.
i noticed there is another map called de_plaza on the workshop and just wanted to tell in case you didn' allready know.
keep it up ![]()
@ octopump: saw this on polycount earlier. you're far ahead of the competition imho.
About your map esspho (de_twinstar_a2). As i told you, i think it's currently an excellent deathmatch map, because it's kinda small and has lots of short paths that allow you to easily get around ennemies and kill very quickly a lot of people. Also i think that this is going to be beautiful, it's a great start.But if you want to make it more like a serious bomb map, maybe you should change things, starting by deleting some paths.
Quote[Blocked Image: http://img97.xooimage.com/files/1/9/b/suppr1---copie-423db12.jpg]
This path has 2 issues : it makes the other path (with the conveyor belt for seeds or garbages i don't know) useless and it allows CT to rush immediatly the middle at the terrorists positions.
Quote[Blocked Image: http://img98.xooimage.com/files/1/b/e/suppr2---copie-423db18.jpg]
This path is also not needed, terrorists shoud be able to climb in the middle if they want to rush the middle, so they don't need it. Also, counter terrorists can jump from the middle catwalk.
Quote[Blocked Image: http://img98.xooimage.com/files/8/1/7/suppr3---copie-423db1c.jpg]
It's true that terrorists must be able to rush the middle but this thing makes it too fast and easy for them. Instead, put some crates and stuff on the ground to let them climb and reach the CT position.
Quote[Blocked Image: http://img95.xooimage.com/files/7/1/0/suppr4---copie-423db1e.jpg]
This path is also something complicated that doesn't really make things more interesting. Instead of it, you can make a recess in the wall with some obstacles to make some covers in order to defend the bombsite.
Quote[Blocked Image: http://img98.xooimage.com/files/4/5/4/suppr5---copie-423db27.jpg]
I'm not completely sure with this one but i think it's not really needed (because it's possible to access the corridor behind with the path on your left or the one from the bombsite B).
Quote[Blocked Image: http://img98.xooimage.com/files/0/6/3/suppr6---copie-423db2d.jpg]
Here, there are 2 ways to get out from the corridor behind, i don't think it helps and it makes things more complicated as usual.
There are also a lot of tight paths that you should enlarge, keep in mind that in any paths players should be able to run with at least 2 or 3 players easily, without getting stucked. So here are some examples of tight corridors :
Quote[Blocked Image: http://img99.xooimage.com/files/2/7/9/elarg1---copie-423dd11.jpg]
Quote[Blocked Image: http://img99.xooimage.com/files/f/e/c/elarg2---copie-423dd19.jpg]
Quote[Blocked Image: http://img96.xooimage.com/files/a/d/7/elarg3---copie-423dd1f.jpg]
Quote[Blocked Image: http://img98.xooimage.com/files/d/a/6/elarg4---copie-423dd23.jpg]
There is also that sightline that might be overpowered in my opinion, maybe you should make it smaller.
Quote[Blocked Image: http://img96.xooimage.com/files/2/1/b/coupe_mid1---copie-423dd51.jpg]
Quote[Blocked Image: http://img97.xooimage.com/files/c/1/4/coupe_mid2---copie-423dd55.jpg]
That's it for today, i hope it helps !
wow thanks man!
this is REALLY helpful.
the deathmatch-character showed especially during the warmup imo. i'll look at the mentioned shortcommings and try to change the gameplay
to a more de-ish style.
thank you for taking the time ![]()
Quote from roflzomglolDE_Twinstar
damn, the first iteration was gigantic, the second now is kinda small, very interconnected and terrorists can swarm out and push the CT's in like 5 seconds, it really felt more like a fight yard (fy_) map than a defuse map. I would suggest to put the T spawn further back and close off a few routes to make it work. Otherwise it was a very nice setup and already showed how beautiful it's going to become.
moving the t start sounds like a good idea. thanks for playing everyone!
what's gonna happen when players reach the end? bloodhound-pickup? elevator ride?
overall it looks rather short playtime wise (not a bad thing).
since you seem to have a scenario - what kind of environment will it be?
looking forward to a playable version.