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  3. Lizard

Posts by Lizard

  • [CSGO] de_cargo

    • Lizard
    • April 19, 2015 at 7:01 PM

    If you want to boost there as CT you need 2 player boost so its a little hard to do when T's are rushing A. There is a clear vision if this roof from T route to bombsite A.

  • [CSGO] De_Urakka

    • Lizard
    • April 19, 2015 at 11:43 AM

    I will play it today.

  • [CSGO] de_cargo

    • Lizard
    • April 19, 2015 at 11:33 AM
    Quote from Vaya

    if you can find a way of making it more obvious to Ts incoming without affecting the rotates from the other site?

    Can You rephrase that?

  • [CSGO] de_cargo

    • Lizard
    • April 19, 2015 at 10:33 AM

    Hi Vaya.

    Thank you for feedback []
    Didn't though about disabling collision. You are right this is less costful.

    Now to the suggestions.

    • I will fix those wooden planks to cover whole window but I want one window to be open. T have a spot to cover mid as well. They can get there quickly almost at the same time Ct will be at the open window.
    • The roof access on A site is to compensate very hard approach to the bombsite. If you can get to bombsite A quickly you can boost player to get to the roof.
    • I need to clip this junk part on bombsite A. I was thinking that is too high to jump there.
  • MapCore CS:GO Playtesting 4.0

    • Lizard
    • April 19, 2015 at 12:57 AM

    Link for de_cargo_alpha3 !
    https://www.dropbox.com/s/6ijlqflgpg1w…alpha3.bsp?dl=0

    Radar, nav file included!

  • [CSGO] de_cargo

    • Lizard
    • April 19, 2015 at 12:26 AM

    Here is alpha3:
    https://www.dropbox.com/s/6ijlqflgpg1w…alpha3.bsp?dl=0

    Included .nav file and a overview.
    If you want you can leave feedback before playtesting on 23.04

    This is how map looks right now:
    [Blocked Image: http://i.imgur.com/QkEbYEg.jpg]


    New bombsite A:
    [Blocked Image: http://i.imgur.com/0Txltml.jpg]

    [Blocked Image: http://i.imgur.com/myp17W9.jpg]

  • WIP in WIP, post your level screenshots!

    • Lizard
    • April 18, 2015 at 10:00 PM

    [Blocked Image: http://i.imgur.com/myp17W9.jpg]


    [Blocked Image: http://i.imgur.com/0Txltml.jpg]

  • [CSGO] de_cargo

    • Lizard
    • April 18, 2015 at 12:22 PM
    Quote from Vaya

    Gameplay looks like it will be similar to De_train now. Can you shoot/crouch under the train carts? Something you should think about now before the playtest.

    No you cant. They are very low .

  • [CSGO] de_cargo

    • Lizard
    • April 18, 2015 at 12:14 AM

    Ok, so the map is almost ready for another playtesting.


    New screenshots:


    Bombsite A:
    [Blocked Image: http://i.imgur.com/dO5Yte1.jpg]

    [Blocked Image: http://i.imgur.com/QMO9Tab.jpg]


    Mid area:
    [Blocked Image: http://i.imgur.com/Nv494t2.jpg]

    Added route from mid to A bombsite.

    [Blocked Image: http://i.imgur.com/G1QuI2M.jpg]


    I still have some work on this "bombsite A" side of the map. I'm not really satisfied with the bombsite but I can figure it right now.

    I will release alpha3 as soon as possible so you guys can play it and give me some feedback before playtesting on 23.04
    Regards!

  • Texture stripes on brush.

    • Lizard
    • April 13, 2015 at 11:47 PM

    Nah. I did it for my brush and as you can see it's not working.

  • Texture stripes on brush.

    • Lizard
    • April 12, 2015 at 8:57 PM

    You can always try to brush this roundines with horizontal way.

  • Texture stripes on brush.

    • Lizard
    • April 12, 2015 at 6:58 PM

    This is how it looks in-game with my lighting settings.

    [Blocked Image: http://i.imgur.com/bt0M6k8.jpg]


    I think it depends on lighting casting angle.

  • Texture stripes on brush.

    • Lizard
    • April 12, 2015 at 5:05 PM

    https://www.dropbox.com/s/f8uoy5q5ri0azoq/model2.vmf?dl=0

    Here you go. Just add smoothing groups on it and this should work as inteded.


    The problem was with this brush faces. You can't have so many faces in one brush. Hope I helped.

  • ITT: Post maps/scenes that never saw the light of the day.

    • Lizard
    • April 12, 2015 at 10:39 AM

    [Blocked Image: https://lizardpl.files.wordpress.com/2011/06/2011-06-19_00003.jpg?w=555&h=]

    Payload map for tf2 . I was working on it 3 years ago I think. Builded 80% of the map in 4 days and left because I didnt like it.

  • WIP in WIP, post your level screenshots!

    • Lizard
    • April 11, 2015 at 9:54 PM
    Quote from TheGuma

    Reddit made me disappoint...


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34116492241601398/B9A303B4D5B6E1A1B65DA7968C20B3AC1FCC02A1/]

    Dear God.

  • Texture stripes on brush.

    • Lizard
    • April 11, 2015 at 8:46 PM

    Can you post a map file here?

  • [CSGO] de_cargo

    • Lizard
    • April 11, 2015 at 6:43 PM
    Quote from Tomato

    Hey Lizard here my feedback about your map I played a couple of days ago.


    First of all in general I think the map feels good.

    Personal I was quite pleased with the overall idea of how you try to build the map.

    The elevations, corridors and the bombsites feel all naturally placed etc.


    But the exact placing of them was bothering me a little why I was playing.

    I know CT's should be faster on a site then T's, so they can position themself.

    This was okay, but the entryways or the chokepoints (wich where the same for me)

    were quite CT sided. As a CT I felt like nobody could actually get me ( wich resulted in many

    pointless rushes of CT's) and as T I couldn't get any foot on the site without getting a bullet in my head.


    To counter this, the T's normally have some space to rotate or set up some sort of tactic, usually involving the mid area.

    Now I think that was the problem with the current layout of the map.

    I know and i like what you have tried with the very quick possibility to snipe from CT spawn into the windows at T,

    but this also resolves in Ct getting mid area almost instantly, wich gave them antoher huge advantage over the attacking team.

    T's going to A where most of the times flanked by CT's coming from mid, the other way around,

    T's who tried to enter the mid section from the garage most in the back of mid, usually got insta-sniped.


    My idea about the map is to give the T's a quicker way to the mid area and the CT's a slower entry time.

    I think this would T's some manoeuvrability and a possibilty to attack (B) site from more then 1 angle.


    Well that was my main think I would to say.


    next are some smaller things like the props on B site, I think the placement is quite good, but

    the type of props make it a bit awkward at some times ( read in, I can see feet under them etc)


    the railing at the stairs just right at T spawn is a bit too high. If you jump over them (wich would be quite common as a T wants to rush towards B)

    you take a small amount of fall damage. Something I felt quite annoyed about when I played.


    Then site A felt a little bit dark and maybe a bit claustrofobic ( maybe because of the darkness)

    I would suggest to make the roof a little bit higher.


    I guess that are the most important things I wanted to say.


    I'm giving this feedback , probably to a far more expierienced mapper then I'm, but

    as this is the purpose of the community I hope it can help you in some way ( or maybe not)


    Greetz Tomato

    Display More

    Thanks for this insightful feedback.

    Map changed alot from alpha2. I decided to start from scratch whole "A bombsite" part of the map.

    Ct can no longer control mid from very begining of the round.

    This is how I changed mid:

    [Blocked Image: http://i.imgur.com/fPgH8Yi.jpg]


    I decided to shorten it ad add some props on the middle so it's not so open. This also allows for CQB combat aswell.

    Next changes. I changed CT spawn. This adds 3.5 seconds for Ct to arrive at both bombsites.


    CT spawn:

    [Blocked Image: http://i.imgur.com/EMny6kT.jpg]


    Change to Ct side of the B bomsite:

    [Blocked Image: http://i.imgur.com/r31uO7S.jpg]


    And finally T spawn area:

    [Blocked Image: http://i.imgur.com/p6dPIl0.jpg]

    I'm not sure about this. Need to test it with players. The area with fences and crates on the right of the stairs allows T's to snipe CT's and gain a little bit control on the mid. It is a replacement for this window that ppl cried alot


    Thank you for those warm words. Too bad the only experience I have is the editor experience. This is why I want to learn to communicate with this lovely community and listen to those guys.

  • Texture stripes on brush.

    • Lizard
    • April 11, 2015 at 2:31 PM

    Its because this very top brush. Delete it and check it again.

  • MapCore CS:GO Playtesting 4.0

    • Lizard
    • April 9, 2015 at 9:19 PM

    de_cargo_alpha3 on 23.04.15 please

  • [CSGO] de_cargo

    • Lizard
    • April 8, 2015 at 10:14 PM

    I was going to write about how my map would be different from cache but decided to not to do this. Will post some screenshots so you guys can clearly see how its going to look.

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