Posts by Lizard
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Here you go guys!
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Hi guys! English is not my first language so please be gentle.
About the me:
I'm learning hammer from early 2008 when I started to play Counter Strike 1.6. I was mapping for all of the GoldSRC and Source engine. Never really tested my maps, they were casual to the limit. One sided to the limit and sometimes broken to the limit. Cargo is my attempt to create very smooth (gameplay vise) map for competitive environment. I want to hear your feedback. I want you to be a part of the map making process. I want to learn more than I learned in those 7 years.
At the end of the process I want to write down everything I learned and discover with one big .pdf file about this map. I want to include as much data I will be able to gather and make it easy for other peoples to read and understand.
About the map:
Cargo is a map set in the theme of communist military logistic base that is going to be demolished due to dissolution of the Soviet Union.
Overview:
[Blocked Image: http://i.imgur.com/TUJxLK3.jpg]
Mid area:
[Blocked Image: http://i.imgur.com/tIufLsz.jpg]
Bombsite B:
[Blocked Image: http://i.imgur.com/vpshqXU.jpg]
Playtesting:
The feedback from 7.04 was a little hard for me to understand. First, it was my very first attempt to playtest a map so it was hard time filtering useful info.
Someone said that map is to small, other guy said it was too big in some parts. But results are clearly understandable. The A bomb, CT spawn and Mid area were too close to each other allowing Ct's to gain control over whole half of the map in first seconds. As you can see from screens above mid is too long and Ct literally spawn on it. I made few changes to it today and looking forward to test it again. Nobody really complained about bombsite B. So I wont change it too much.
PS Doors were screwed by 128 tick server sorry guys

This is how de_cargo should look like:
[Blocked Image: http://i.imgur.com/ktmJazo.jpg]
This is just a raw presentation of what is in my mind.
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I will post topic later today.
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Quote from jackophant
Why wouldn't you make the download publicly available so we can load it in advance?
Sorry guys.
.nav file:
https://www.dropbox.com/s/l1ch1f259sd7…alpha1.nav?dl=0
.bsp file:
https://www.dropbox.com/s/z89kpl3ub8c0…alpha1.bsp?dl=0
Radar files:
https://www.dropbox.com/s/pr5g3klzfaa3…alpha1.txt?dl=0
https://www.dropbox.com/s/xp8no6l0r6bb…_radar.dds?dl=0
I couldn't include radar files in .bsp files .
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@Fnuggi .I sent you a PM with bsp.
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Is player able to walk on the roofs? Looks very promising.

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Hello guys. I want to post some screenshots of my CSGO bomb defiusion map. Map will be tested on 7th of April on mapcore server. It's just raw layout with a little bit of theme. I want to embed in a climate of post communist military base that is intended to demolition.
Map was never tested so I'm very excited to play it with you guys.I am very happy with the current state of the map. This is the first time I try to make complete layout to test with other players. If anyone have some suggestions, feel free to post them.
Overview:
[Blocked Image: http://i.imgur.com/TUJxLK3.jpg]T spawn:
[Blocked Image: http://i.imgur.com/lR33e1X.jpg]Bombsite A from T side:
[Blocked Image: http://i.imgur.com/XsW3KBB.jpg]
Bombsite A:
[Blocked Image: http://i.imgur.com/cpyhAUQ.jpg]
Bombsite A:
[Blocked Image: http://i.imgur.com/l1bBxJN.jpg]
CT spawn:
[Blocked Image: http://i.imgur.com/b9R45Hf.jpg]Bombsite B:
[Blocked Image: http://i.imgur.com/vpshqXU.jpg]Bombsite B:
[Blocked Image: http://i.imgur.com/0FY8k85.jpg]Warehouse near bombsite B:
[Blocked Image: http://i.imgur.com/hSw8Z5J.jpg]
Mid:
[Blocked Image: http://i.imgur.com/TEQoNem.jpg]
Mid:
[Blocked Image: http://i.imgur.com/QdAVBLw.jpg]Area leading to mid (left doors) and to B site (right doors):
[Blocked Image: http://i.imgur.com/J5dpZrV.jpg]Building in front of T spawn:
[Blocked Image: http://i.imgur.com/U7EXpIm.jpg]Mid to A connector:
[Blocked Image: http://i.imgur.com/tIufLsz.jpg]
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Can I have a slot on 07.04.15 ?
de_cargo -
Here is bombsite B.
[Blocked Image: http://i.imgur.com/SH9wOEy.jpg][Blocked Image: http://i.imgur.com/dvvdNU7.jpg]
[Blocked Image: http://i.imgur.com/vWJwYI1.jpg]
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Here is what I'm working right now. DE_ map taking place in some monk monastery. Hope you like it. It's just CT spawn. I still need a lot of feedback on layout. Those cbble textures and models are just placeholders.
[Blocked Image: http://i.imgur.com/y90H26m.jpg]
[Blocked Image: http://i.imgur.com/BCVGBBV.jpg]
[Blocked Image: http://i.imgur.com/OfV0lcl.jpg]
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Quote from Parkcityfan
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.
Workshop link : http://steamcommunity.com/sharedfiles/fi…s/?id=382511601
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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:
TT-> A= 11 secondsCT-> A= 9 secondsTT-> B= 13 or 10 seconds for "short way"CT-> B= 9 secondsRotation from A to B through connector= 11 secondsI need a lot of feedback because I want to make this map fun to play and pretty balanced. Feel fre to ask.
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Hi guys, this is my first post here

I want to get some feedback on my layout.
TT spawn is on the left side and CT is on the right side.
[Blocked Image: http://i.imgur.com/lgmEk01.jpg]