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  3. Lizard

Posts by Lizard

  • [CSGO] de_cargo

    • Lizard
    • May 15, 2015 at 10:07 PM
    Quote from austinweiss13

    You need a bombsite to compile!?


    No you don't. Zero bombsites = elimination map. One bombsite = demolition map.


    To be clear. Demolition map should have "Heist mode bomb target" set to yes.

  • [CSGO] de_cargo

    • Lizard
    • May 15, 2015 at 12:19 PM

    On _alpha1 I forgot that map should have 32 spawn points (mine got 10) . I realized it when warming up for the first map of the playtest day.

    This was my face:
    [Blocked Image: http://i1.kym-cdn.com/entries/icons/original/000/016/646/marvin.PNG]

  • [CSGO] de_cargo

    • Lizard
    • May 15, 2015 at 11:45 AM
    Quote from Drakeee

    Did you upload a version with no bombsite A?

    Yeah Like I said it was only private purpose but then I decided to copy link here .

  • [CSGO] de_cargo

    • Lizard
    • May 15, 2015 at 10:54 AM
    Quote from FMPONE

    You're making nice progress, but you definitely do need a consistent theme now


    I recommend looking at movies, other games, concept art, etc. to help find something you're interested in personally

    I would like to ask what do you mean by "consistent theme". Would you like to explain me a little bit?

  • [CSGO] de_cargo

    • Lizard
    • May 14, 2015 at 10:25 PM

    To be honest about the theme. I came to the point where I had to decide whether to go. Realism or overall look. The map does not look nice when done realistic. So I need to find balance between them. There are some things that are placeholders for now. I need modeler who is whiling to make some 3d models for me.
    Today I already fixed few things based on your feedback. I opened those windows near bombsite b and rised overhang. 3d skybox will be the last thing to do for me.

    I chosed cargo because in the first version of the map bombsite A was a warehouse that had a big cargo on the platform. I found it easy to remember

    Here is _b05 version of the map that I uploaded for my friend. It's still only for gameplay purpose because detailing is not done yet and there are some bugs and glitches.
    http://steamcommunity.com/sharedfiles/fi…s/?id=442697402

    - No clip brushes

    - No bombsite A ( I forgot to turn on vis group before compiling)
    - Not fully detailed


    Regards!

  • [CSGO] de_cargo

    • Lizard
    • May 13, 2015 at 9:21 PM

    This is how bombsite B looks right now.
    [Blocked Image: http://i.imgur.com/VVYc5FI.jpg]

    [Blocked Image: http://i.imgur.com/S0dohXY.jpg]


    I will agree about the colors. I tried my best to guide the player to mission objectives. Bombsites are quite distinguishing from the rest of the map. I also tried my best to keep color palette clean so player could feel the atmosphere just as I want him to. This is current state of the map: http://imgur.com/a/ZWWvn. Don't mind those black details. Regards!

  • [CSGO] de_cargo

    • Lizard
    • May 13, 2015 at 1:23 PM
    Quote from Vaya

    Do the screens above include a picture of bombsite B?


    Detailing looks great

    Nope. I will post bombsite B later today

  • [CSGO] de_cargo

    • Lizard
    • May 13, 2015 at 12:54 PM

    Hi guys. I have some new screens for you. Map is almost ready for testing. I decided to remake bombsite B because a lot of people complained about it and it can be clearly see on heatmaps that people don't like it very much. I will more screens later.


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

    [Blocked Image: http://i.imgur.com/sr6HqvQ.jpg]

    [Blocked Image: http://i.imgur.com/Nx7fcch.jpg]

  • [CSGO] de_cargo

    • Lizard
    • May 5, 2015 at 10:46 PM

    Some new screens!

    [Blocked Image: http://i.imgur.com/J8V2gCD.jpg]

    [Blocked Image: http://i.imgur.com/fCu63JG.jpg][Blocked Image: http://i.imgur.com/8l2rmpp.jpg]

  • de_studio [CS:GO WIP]

    • Lizard
    • May 4, 2015 at 8:21 PM

    Guma can you add me on steam ? I have something for you.

  • [CSGO] de_cargo

    • Lizard
    • April 25, 2015 at 3:10 PM

    Yeah timings are better now.
    Old timings:
    TT-> A= 10 sec

    CT-> A= 9 sec

    TT-> B= 8 sec
    CT-> B= 7 sec

    B -> A= 15 sec


    New timings:
    TT-> A= 10 sec

    CT-> A= 6.5 sec

    TT-> B= 10 sec
    CT-> B= 7 sec

    B -> A= 15 sec


    I just need to check for chokepoints now and tweak them again if needed.

  • [CSGO] de_cargo

    • Lizard
    • April 25, 2015 at 3:00 PM

    Ok I came up with something like this:
    [Blocked Image: http://i.imgur.com/2ZUQYvZ.jpg]

    [Blocked Image: http://i.imgur.com/3uSFYGw.jpg]

  • [CSGO] de_cargo

    • Lizard
    • April 25, 2015 at 1:05 PM
    Quote from Vaya

    It looks great but now you have even more clutter right on the choke! you really should remove that scaffold as it's going to make A entries horrible. the damaged wall needs to be rebuilt in such a way it doesn't screw visibility too- something jack mentioned in the playtest.


    Just now you have 1-way visibility advantaging the defenders. AND on top of that you've added some props with metal railing to block shots...

    What if I make this damaged wall bigger?

    EDIT

    Ok I made it a lot bigger and deleted scaffolding.

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

  • WIP in WIP, post your level screenshots!

    • Lizard
    • April 25, 2015 at 12:22 AM

    de_cargo Bombsite A:
    [Blocked Image: http://i.imgur.com/uFbeRL4.jpg]
    [Blocked Image: http://i.imgur.com/yNcwEH2.jpg]

  • [CSGO] de_cargo

    • Lizard
    • April 24, 2015 at 4:39 PM

    I'm making heatmaps right now. There are very useful in this process.

    ~~EDIT~~

    Ok, I'm done with fixing for today. I fixed almost everything that you pointed out. Timings are ok now. Moved T spawn a little bit backward and changed CT spawn so they now have faster route to bombsite A.
    Bombsite A looks like this now:
    [Blocked Image: http://i.imgur.com/CWMKgmg.jpg]


    I decided to delete all those pesky crates and add some new ones.
    Regards!

  • [CSGO] de_cargo

    • Lizard
    • April 24, 2015 at 4:19 PM

    Hi guys!
    I wrote down feedback from playtest.
    @Vayva I didn't fix those issues you pointed out because I wanted to see what people will do with those and how to modify to good use.

    In alpha4 I will fix timings, remake B site a little bit and of course remove access to roof on bombsite A.
    I also noticed that Ct can easily kill through connector, T that are waiting for entry on A.

  • MapCore CS:GO Playtesting 4.0

    • Lizard
    • April 24, 2015 at 11:34 AM
    Quote

    Declined, please take some more time to analyze the feedback you got and work on your map. Come back again when you're having a new version ready.


    The problem is you guys gave me a lot less feedback than last time. I'm very confident that I can fix those problems in one week. But if You really want to decline my entry its ok and I understand

    ~~EDIT~~

    Ok 'RZL give me 05.05.15.

  • MapCore CS:GO Playtesting 4.0

    • Lizard
    • April 23, 2015 at 8:58 PM

    Playtest 30.04.15
    de_cargo_alpha4


    Here is thread for de_cargo:

  • WIP in WIP, post your level screenshots!

    • Lizard
    • April 22, 2015 at 7:47 PM

    de_cargo CT spawn area:

    [Blocked Image: http://i.imgur.com/78YPguq.jpg]

  • WIP in WIP, post your level screenshots!

    • Lizard
    • April 21, 2015 at 11:19 PM

    [Blocked Image: http://files.gamebanana.com/img/ss/maps/138807a.jpg]

    [Blocked Image: http://files.gamebanana.com/img/ss/maps/138807b.jpg]

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