Hi!
Here comes my entry to the contest, a bomb defusal map named de_chimney.
Screenshots
Hi!
Here comes my entry to the contest, a bomb defusal map named de_chimney.
Screenshots
Workshop Link --> http://steamcommunity.com/sharedfiles/fi…s/?id=684377232 A bomb defuse map in the works, highly aimed to work for competitive play. I've been working on this layout now for quite some time now and I'm realy happy with what I've come up with. The map is in a mostly untextured state with few props and i very recently started leting people playing it. One thing to mention is that the double door in middle opens from the ct side by walking into it. Feedback is much appreciated!
Thanks for playing my map. Feedback is much appreciated.
Hello! I would like to test de_bruises again on the next available time.
https://dl.dropboxusercontent.com/u/45062372/de_bruises_a3.rar
Changes:
-Safer for T going into A plant.
-Vent is tall enough for you to stand up in.
-Some custom textures and models added
-Several minor tweaks all over.
Thanks everyone for playing testing de_bruises!
More feedback is much appreciated.
Hello, Here is a new version of de_bruises.
https://dl.dropboxusercontent.com/u/45062372/de_bruises_alpha_02.rar
I would like to test it as soon as possible.
Changes:
- Middle has been shortened and tightened a bit.
- A plant is safer for terrorist to get into.
- You are not quite as vulnerable coming in trough the vent on B.
- Loads of other smaller tweaks
[Blocked Image: http://i.imgur.com/12hVr58.jpg?1]
Thanks for playing my map! Gave me a lot to think of.
Today is to short notice? Any day is fine with me.
Tomorrow still open?
Well here is a map i'm working on. Looking forward to try it out it with you guys.
https://dl.dropboxusercontent.com/u/45062372/de_bruises_alpha_01.rar
Quote from roflzomglolLooks pretty solid, how about giving it a playtest, so you can get feedback first hand while playing it with our community?
What I can say from the screenshots is, that there is a fair amount of shadows and while shadows aren't a bad thing, too many of them can be exhausting for the eyes. Try working with the pitch a little, lower some walls, and/or use a directional light with the same color as the ambient of your sunlight and a big spreadangle.
I completely forgot to post the workshop link ![]()
I see what you mean about the shadows and I will definitely look in to that.
Hello! I'm Lucas Wall and i'm a level design sudent at The Game Assembly in Sweden, Malmö.
De_local is a Defuse map set in a shady neighborhood. My goal is to make this map suitable for competitive matches so i need as much feedback that i can get.