This should really be pinned and have information about presenting workshop entries/taking good quality screenshots/optimisation etc too.
Good to see you're throwing your hat in btw ![]()
This should really be pinned and have information about presenting workshop entries/taking good quality screenshots/optimisation etc too.
Good to see you're throwing your hat in btw ![]()
I would turn the ladder area into a collapsed floor. Would improve the flow of that area.
Edit - I would be looking at reducing the playable area too. reduce the amount of paths and increase cover in some areas to lower the flanks.
I think it looks better than the CG in this which is an achievement:
People need to remember this is a Bethesda game. they've never made anything 'perfect'
is this shit for real? timer counts down. then removes timer when it ends. ![]()
still on 'please stand by'
I dunno about that font. Doesn't seem to match the 3rd's font?
anyway...1 hour!
Screens of this one look great! Looking forward to playtesting it.
4 and a half hours...
I don't you should give up, a lot of these maps look great but don't have solid layouts. A well done simple idea is more likely to attract attention than an pretty but overblown/complicated idea.
Even if you don't win you'll get a lot of feedback and will learn more about mapping.
Quote from r.man MMXVI agree, this is the aspect we could still work on.
Could I suggest you rename this new build while you're at it? De_Gellert or De_Hotel sounds a lot more 'counterstrike-eske' in terms on naming.
It would also separate the old build of the map from the new one so people approach with a fresh perspective.
you can wait until the deadline. I would suggest posting will before then though so you can get feedback and amend your map accordingly before final submission.
- Very low ceilings. You want the player to be able to fully jump
-Lots of extreme lighting...one area is brighter than the sun, next is like the dark side of the moon.
Looks very promising though. would be interesting to playtest.
Well it looks very pretty but it's so over complicated it's unreal. If this is the simplified version...
You could probably removed 1/2 the rooms and connectors and still have a big map. I think you should be focusing on reducing the map to what it needs rather than having every possible pathway.
3pm gmt tomorrow. SICK. ![]()
from the overview which side is Tspawn and which side is CT?
I would suggest more height variance around the edge of the map too. Makes it look more like a living/realistic place.
Edit - I'll try and run around later and provide more feedback
Looks pretty good! I think the front of the church should have a big ass stain glassed window
[Blocked Image: http://thumbs.dreamstime.com/z/colourful-rose-stained-glass-window-panel-edinburgh-scotland-october-st-giles-cathedral-scotland-uk-48217015.jpg]
(mapcore cube in centre optional)
hmmm. I think you might have it too high. with HDR the higher your brightness is the darker the level is.
Test with the default settings for that skybox:
Example MapIdeal Sun AngleIdeal Sun PitchIdeal BrightnessIdeal AmbienceIdeal Directional AngleIdeal Directional PitchIdeal Directional Brightness de_aztec 0 315 0 -48 247 232 202 400 202 216 219 200 -90 40 315 0 202 216 219 80
Still looks so dark. (I remember the playtest for this one- turned into a shitshow of people trying to out do each other for dank dark memes)
What time of day are you going with the skybox? I don't the light_environment is matching it just now.
Please rename this one. no matter how good the map is no one will get over the name ![]()