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Posts by Parkcityfan

  • WIP in WIP, post your level screenshots!

    • Parkcityfan
    • February 8, 2015 at 12:25 AM
    Quote from MaanMan

    Here is a new project KernalPanic and I are working on. If you guys could give us any feed back on the layout it would be great!


    [Blocked Image: http://static.mapcore.org/public/style_i…/attachicon.gif]layout_15_mapcore.png


    Here is the link to the workshop http://steamcommunity.com/sharedfiles/fi…s/?id=377601770


    The workshop link doesn't work. Also, does this mean an end to de_library?

  • [CS:GO] de_decommission

    • Parkcityfan
    • February 7, 2015 at 8:01 AM

    I'm sorry. There is just too much of an opportunity in the name to not use de_commission, if you do not want to use that then change the name because that is incredibly distracting.


    In terms of the pics, I like the fog from a visual standpoint, but I worry about the quality of the map, we don't really want another Insertion on our hands. I'm going to have to take a closer look on the map from a layout standpoint though.

  • [CSGO] [WIP] de_convention

    • Parkcityfan
    • February 6, 2015 at 10:26 AM

    I like the idea behind the map, but my problem is that I can not really find out that much about the map from the picture above. For example, is the bomb site in an enclosed space? Because that's what it looks like from here. Maybe all you have to do is just highlight the doors. There also doesn't really seem to be a reason to take stage control as terrorists, as there isn't much you can take from it. Maybe that's intended, I don't know. Good luck.

  • WIP in WIP, post your level screenshots!

    • Parkcityfan
    • January 29, 2015 at 6:35 AM
    Quote from LizardPL

    Here is overview. [Blocked Image: http://i.imgur.com/H7AP2BF.jpg]

    I'm looking for a feedback on this map layout for de_ map. Timings are:

    I need a lot of feedback because I want to make this map fun to play and pretty balanced. Feel fre to ask.

    TT-> A= 11 seconds

    CT-> A= 9 seconds

    TT-> B= 13 or 10 seconds for "short way"

    CT-> B= 9 seconds

    Rotation from A to B through connector= 11 seconds

    Display More

    Upload a workshop link, or something of that manner. You can't really see much of the map from here. Also you should probably playtest it, but you might want that to come later.

  • [CSGO] de_innsbrook

    • Parkcityfan
    • January 28, 2015 at 1:28 AM

    I think the layout is pretty innovative, but the visuals... are just so common. I really like the time you took on it though, labeling all the rooms. I just wish it didn't have the same old industry style that all maps seem to have.

  • [CS:GO]de_barista

    • Parkcityfan
    • January 25, 2015 at 2:47 AM

    I think right now you need to get a playtest. There's only so much people can see from pictures of the layout.

  • [CS:GO]de_barista

    • Parkcityfan
    • January 23, 2015 at 6:44 AM

    Yep, I think 2 routes in at A would be the best, mayyyybe 3.

  • [CS:GO]de_barista

    • Parkcityfan
    • January 21, 2015 at 10:48 AM

    Everything looks nice, especially the Courtyard . One thing to keep in mind is that if any path at all is unnecessary, cut it out. You have four pathways into A right now, which is not only unnecessary but also basically impossible for CTs to defend. The new artwork looks good by itself, but it seems out of place there, looking modern, while the rest of the wall is run down.


    I really like the seemingly never ending development though, keep up the work rate

  • [CS:GO]de_barista

    • Parkcityfan
    • January 20, 2015 at 11:28 AM

    Keep the morning theme, that looks really, really nice. The layout looks much better than what it was at the beginning. Although just an idea, I feel like the connector area between the apartment stretches to the right, would work great as a courtyard area. (here, for further guidance http://imgur.com/QjwrySe). Something that I also noticed, is that even though this was a greater problem before, I still see a ton of spaces that have a ton of 90-degree angles. Those are fine by themselves, but a congregation of them becomes very boring, very quickly. Very nice job in total though

  • [CS:GO]de_barista

    • Parkcityfan
    • January 12, 2015 at 8:36 AM

    Too many double doors. Like literally, almost every single doorway in the whole map has them. I think the rotations between the bomb sites for counterterrorists are way too short.

  • [CSGO] Help me with the layout changes

    • Parkcityfan
    • January 7, 2015 at 3:23 PM

    I can't make screenshots, sorry, but there see a couple of things you could do. You could make windows for terriosts to flash in, and/or make a connecting pathway in between the two paths that are parrellel to each other. What you need to do is to bend the terriosts pathway so that cts can not see all the way down to basically t spawn. My suggestion? For the short path (that is completely straight, ) make a sort of elbow shape of path. I know this is hard to do with no screenshots but I am on mobile so it is pretty hard. Slant that path to the right, and then make it turn back into the doorway. You could also perhaps do this more conventionally with no slant whatsoever. Work on the angles a lot.

    I also don't know If the path to the left has a door directly into the site or if the only opening is that door on the side. If the path to the left does have a door directly onto the site then I would block it off, and turn into a wall bang area.

    I also trust that B is in progress on the other side?

  • De_Library [WIP]

    • Parkcityfan
    • December 9, 2014 at 9:31 AM

    Looks sweet!


    Some advice though. Have you seen the map de_investment? The map sucks gameplay wise but is probably one of of the prettiest maps I've ever seen. One thing from De_investment that you should implement (imo) in your map is color scheming. The T path to A is really ugly just because of how many bright colors there are. You need to tone it down a little bit, maybe be more minimalist. In De_investment, basically there are 5 different parts of the map (iirc) that all have like one color for everything. I'm not saying you should go that route, but still, think about it. The rest of the map looks really good. I like Mid, and the super open and large A will look great, mostly because I haven't seen a map with such a huge bomb site.

  • De_Library [WIP]

    • Parkcityfan
    • December 2, 2014 at 1:54 AM

    I like how the map is shaped, and I think that it would be better to stick with the Library theme because the map seems really good from it. However, I'm not really sure how you could proceed with the name. The only thesaurus results for Library are Atheneum, which isn't really that catchy. Maybe make it relate to the name of the Library? I don't know.

  • [CS:GO] Shipped

    • Parkcityfan
    • November 22, 2014 at 2:09 PM

    I have some thoughts after flying around the map a bit.

    I know its Block out stage in all, but almost every single part of the map (except for the bomb sites) feels the same to me. The paths on the edge of the boat are almost identical.


    The lack of a definite mid is not something that by itself is bad, but in this map I feel like it creates a serious disjoint between the bomb sites. To rotate from B to A and vice versa is horrible. You have to go through the side paths, which can be easily camped and watched by a terrorist. Because of the placement of the bomb sites, and the length of the paths, it is almost impossible to rotate through CT spawn. I know you are trying to avoid just going the Nuke route with adding vents, but an alternate route needs to be added. (maybe a set of stairs that extends from the back of B to a place near CT spawn).


    I like how you juggled with sights in the B bomb site a lot. My only request is that the T Wall that separates the two small routes would be bangable. A seems rushed, like it needs more work (duh, its a block out).


    I wrote a lot, but I think that most of this more or less is because of the block out (hopefully). Remember this is just from flying around, so I am maybe not the best source.


    Thanks.


    P.S. This map is a combination of Nuke and Import. I like both maps a lot, so I have high hopes for this map.

  • [CS:GO] de_whitmoore

    • Parkcityfan
    • November 22, 2014 at 12:00 PM

    You can still subscribe to the maps, you don't have to go through the voting queue. Just go to the workshop section, then go to browse, then maps. It is the old layout for subscribing to maps. It just takes a little bit of poking around.

  • [CS:GO] de_whitmoore

    • Parkcityfan
    • November 22, 2014 at 1:36 AM

    Have you read the Workshop blog about the new way to upload maps?

  • [cs:go]de_twinstar

    • Parkcityfan
    • November 16, 2014 at 12:30 AM

    Well that lets people remember the name easier, right? I think it's better that it might cary some resemblance, because then people may attach memories to something that they know of.

  • [cs:go]de_twinstar

    • Parkcityfan
    • November 7, 2014 at 11:29 PM

    De_Ore sounds great.

  • [cs:go]de_twinstar

    • Parkcityfan
    • November 7, 2014 at 11:04 AM

    Looks Nice. Good Job, I will probably look it over when I get the chance.


    BTW, Are you set on the name? I like the name of the facility but it might be a little bit better for De_Mineral or something that can be connected almost immediately with the map? Twinstar doesn't really do that for me.

  • de_manor (WIP name)

    • Parkcityfan
    • November 4, 2014 at 8:00 AM

    I really like San-Marino and Estate. Very Good Names. I would avoid non-english names because they are a bit of a turn-off. I honestly hate Manor btw, but that's personal preference.

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