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  3. Niller^.-

Posts by Niller^.-

  • de_rising

    • Niller^.-
    • August 7, 2014 at 9:46 PM

    New update:

    - Connector from mid to B (making it easier for T's to rotate).

    - Increased the space of B-dropdown roof.

    - CT-spawn area made smaller.

    - Changed T's spawn.

    - You can no longer jump onto the little hole on B to mid (but you can still use it to peak A).

    - Changed T's part of mid.

    - Added cover on some parts of the map.


  • MapCore CS:GO Playtesting 4.0

    • Niller^.-
    • August 4, 2014 at 12:10 AM
    Quote from ashton93

    Thanks for the suggestions Niller, it seems pretty drastic, and it's definitely something I want to try, but first I feel like changing the current layout a small bit (with suggested changes during the playtesting) in order to see how it plays. If that doesn't end up any good I'll have a shot at mirroring it


    Here's what I've come up with;


    [Blocked Image: http://i.imgur.com/U6rVFrL.jpg]


    What do you guys reckon?

    Display More


    Sounds interesting, looking forwards to the next playtest.

    Maybe make a thread under 3D for it, so we don't fill up this one

  • MapCore CS:GO Playtesting 4.0

    • Niller^.-
    • August 3, 2014 at 10:15 PM
    Quote from ashton93

    Any chance for a quick playtest of my map de_skewed? It's not a whole lot of eye-candy at the moment, but I really need to nail the layout down. Here's the workshop link which I'm guessing is sufficient enough when it comes to getting the right files and so on; http://steamcommunity.com/sharedfiles/fi…s/?id=286582088


    Hopefully something can be figured out, testing can be done whenever you feel like really, and I think we're in the same timezone too (RZL)

    Here is the concept I talked about:


    Left: Old layout, Right: Suggestion layout.


    This messes a bit with how T's enter each bombsite (and the CT-timing for the bombsites), but afterall this is just something I did rather fast, but should be enough to show you the idea

  • cs_workout

    • Niller^.-
    • July 31, 2014 at 2:11 PM

    congrats with the map Skybex, it's really awesome I hope we'll be able to play this in an operation down the road.


    I found some minor things you might want to take a look at:


    invisible wall. This is not lined up (in both sides).


    Wall is not clipped and some of the floor is missing. This area is not on the radar.


    These walls seem so blank,compared to the rest of the map. You could maybe add a banner and/or a sign which points to the pool.


    These are really minor things, that I found while checking out the map. Thought you wanted to know considered how much time and effort you have put into the map

  • MapCore CS:GO Playtesting 4.0

    • Niller^.-
    • July 31, 2014 at 12:17 PM
    Quote

    sure babe! But pls make sure you have added enough spawns on the map


    Will do, and as a bonus the bombsite names will also work correctly!

  • de_rising

    • Niller^.-
    • July 31, 2014 at 11:21 AM
    Quote from catfood

    here's that car graveyard texture i was talking about, just replace the dev textures with this one and your good to go

    [Blocked Image: http://spencerfleury.files.wordpress.com/2012/04/carstack.jpg]

    oh and interesting layout, love the terrorist drop at bombsite B or was it A?

    btw have you thought about adding a ladder to that spot?

    That could be pretty cool to use, but that would be for some other map, already have some plans for this one

    I have an idea how to make the drop 2-wayed, but I would like to further see how it works out for people when playtesting.

  • MapCore CS:GO Playtesting 4.0

    • Niller^.-
    • July 31, 2014 at 10:58 AM

    Can I get a playtest of my map today ?

  • de_rising

    • Niller^.-
    • July 31, 2014 at 10:45 AM
    Quote from cashed

    interesting layout. do you think the T spawn extension is worth it? Are timings still okay if you bumped it up? Feels like dead space

    T-spawn and the area around it is not ideal and will to some degree be changed, hopefully to be succesfully bumped up as you suggest. This first version was mainly to get a feel of the layout when playtested, so that the T spawn would be easier to wrap up if something significantly were to be change.

    The long road is a killer

  • de_rising

    • Niller^.-
    • July 29, 2014 at 10:42 PM
    Quote from leplubodeslapin

    Alright so, in which city is it going to take place ?!

    good luck with this map


    Thanks

    I'm not quite sure yet about "which" city. Afterall the gameplay should not be compromised by having a specific environment, though I have mapped based on some ideas. Time will tell

  • de_rising

    • Niller^.-
    • July 29, 2014 at 10:09 PM

    This is a map I'm working on with competitive play in mind, but should also work for casual and deathmatch.


    Some of my ideas for this map are, besides the obvious, to encourage gameplay with focus on wallbanging and wide use of tactical grenades (of all sorts).


    I'm currently working on improving the gameplay before further work. I had the map tested on the playtest server (29-07-2014), which seemed to go well. A big thanks to all who participated, it's very appreciated emoticons/default_mapcore_smilies/emot_smile.gif (I'm sorry for the lack of spawn points, this will be fixed for next playtest session).


    (The T spawn including the first parts of the areas to A, B and mid from T-spawn are most likely to change alot. Right now they're only this way because it gives the correct timing for T).


    Looking for all kinds of feedback, comments, criticism, so that I can further improve the map emoticons/default_mapcore_smilies/emot_smile.gif

    monthly_07_2014/post-31029-0-20051100-1406667946_thumb.jpg

    monthly_07_2014/post-31029-0-87053200-1406667955_thumb.jpg

    monthly_07_2014/post-31029-0-48487000-1406667971_thumb.jpg

    monthly_07_2014/post-31029-0-71692600-1406667982_thumb.jpg

    monthly_07_2014/post-31029-0-34209100-1406667988_thumb.jpg

    monthly_07_2014/post-31029-0-98620600-1406668111_thumb.jpg

  • PAYDAY 2

    • Niller^.-
    • July 4, 2014 at 11:24 AM

    Hey Puddy, I could use both if you're still having some left

  • [CS:GO] de_piazza (WIP)

    • Niller^.-
    • April 18, 2014 at 10:01 PM

    Hey Ornate, I subbed on workshop and tried it. I like the visual especially the ruined building at CT's side of middel

    I don't know how this will play competetive-wise, I'm no jugde on that, but it seems to me that A is a much better option than going B. Then again, that's just based on me running around in the map.


    Good luck, and keep up the good work. Looking forward to see the end product

  • MapCore CS:GO Playtesting 4.0

    • Niller^.-
    • April 11, 2014 at 5:55 PM

    Due to different circumstances I will not have a playtest-worthy map ready for the planned time. I'll let the 15.04.14 spot be open for someone else.


    sorry

  • WIP in WIP, post your level screenshots!

    • Niller^.-
    • April 11, 2014 at 5:52 PM

    I would personally prefer to play the more "happy" theme in the none-snow version, but like TheOnLY said, the snow version makes the map different from other maps.

  • [CS:GO]de_zoo

    • Niller^.-
    • April 4, 2014 at 7:43 PM
    Quote from spence

    This is looking great! I don't think the spray paint decals make much sense on the sand, maybe add some planks or something with the decals on them instead. I think some fine detail wouldn't go amiss in the human-occupied areas as well (litter and whatnot) but that's a really minor thing and perhaps a stylistic decision that may conflict with your goals, depending on if you want a cleaner look for the map overall. Can't say much else really except that I want to play it

    Maybe the litter and such is not needed. If Squad make it look like a new build zoo, it would also explain why there aren't any animals

  • MapCore CS:GO Playtesting 4.0

    • Niller^.-
    • April 3, 2014 at 6:30 PM
    Quote from El Moroes

    Ok guys I think we can consider that Highlands is running well with a perfect layout ! Aha !

    Looking forward to see the finished map

  • [CS GO] de_medieval (wip)

    • Niller^.-
    • April 1, 2014 at 4:20 PM

    Hey Jedix. Got to play your map doing the last playtest, heres a little late feedback, but better late than never


    Overall:

    - The map have some places which could use more lightning. (B-site under the house).


    B-site:
    I like how you changed B, imo it improved the experience from last time, yet still needs alot of work. For some example:

    - The narrow path way into B for CT seems a bit clumsy, and I think that some people managed to get onto the roofs from there. You'll might want to look into that.

    - One can camp in the well

    - I like that one shall run from one house to another through the balcony to get into B from upstairs, but I think it would have a better feel if you somehow makes it so that one don't have to jump to get through. Jumping also destroys any plans of suprise attack from above


    A-site:

    Didn't really use this site so much since it looks like it still needs alot of work compared to the rest of the map. Lets see for next playtest


    Middle:

    I think you should still somehow use a market. It adds to the overall map. Just make sure that it have somewhat clear sightlines and doesn't clutter too much. I think the gate is a fun idea, but might not play well, if you aim for a more competitive-wise map, but for a casual map it's the way to go!


    This is what I've just had on top of my mind. Hope it helped

  • MapCore CS:GO Playtesting 3.0

    • Niller^.-
    • March 31, 2014 at 4:33 PM
    Quote from Puddy

    I know, but I had to quote

  • MapCore CS:GO Playtesting 3.0

    • Niller^.-
    • March 31, 2014 at 4:05 PM
    Quote from Niller^.-

    Can I have the last spot on 13.04.14, for an unnamed map

    ew. Can I have 15.04.14 then?

  • MapCore CS:GO Playtesting 3.0

    • Niller^.-
    • March 30, 2014 at 5:08 PM

    Can I have the last spot on 13.04.14, for an unnamed map

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