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  3. Kryptonight

Posts by Kryptonight

  • I know how to balance de_nuke

    • Kryptonight
    • March 1, 2015 at 5:25 PM
    Quote from unremarkable player

    Have you got any screens of the layout? Would be interested to know what changes you're making. Judging by the changes you're trying to make they look pretty significant. But it does look like a big time throw back to pre-1.5 and even slightly 1.6


    If there's a revamp to Nuke it should be a new theme rather than altering the balance of the map. A snow theme - that would be cool!


    there is a link in the post with an alpha version, it's an very early rough version but it has the layout and theme of the map, any feedback is appreciated

  • I know how to balance de_nuke

    • Kryptonight
    • March 1, 2015 at 2:52 PM
    Quote from TheGuma

    You're gonna need to work A LOT on the textures

    My only concern is that the vents in the pictures (the huge ones) can't be wallbanged.

    Also, please don't do it like the De_Nuke revamp where there's vents and windows on lobby roof.


    Texturing is far far far from done, in the final product it will contain a lot more custom content (textures and models) and texture diversity, It's mostly just bland right now regarding texturing, most of it is just to get the general feel of it.

    the vents system in tech room?

    vents and windows on lobby roof like that would be way to drastic on gameplay, I am aiming to keep it very true to both CSGO and 1.6, while still trying to balance the sides (slightly). the biggest gameplay change I've made is a door from lobby to yard.

    People, even though the version I posted was far from finished, even in gameplay elements it's not done (I'm focusing on brushwork on props gameplay-wise before any severe detailing efforts) but I'm uploading the test for feedback, because it's a remake of an offical competitive map, anything gameplay-wise requires vast amounts of feedback for the most satisfying results

  • I know how to balance de_nuke

    • Kryptonight
    • March 1, 2015 at 9:35 AM

    This is a 2 day old Alpha I tested with 2 friends, it's not really playable (as parts of the ground is not yet made (most of the displacements is placebo for future work (hell most of the environment is just so I know what to build off of) and should not be viewed as a final product) but you can test it out to get a sense of the basic idea I'm working with and the minimal changes that will be done (it feels more different than it actually is...


    http://files.gamebanana.com/bitpit/nuke.rar


    I'm already far further in the development, techroom, ramp and vents is where I've changed the most since then.


    some updated Hammer screenshots:

    [Blocked Image: http://puu.sh/ghBRJ/bdcc645ae5.jpg]

    [Blocked Image: http://puu.sh/ghBTi/42ce6b9c09.jpg]


    [Blocked Image: http://puu.sh/ghBXG/a453941462.jpg]

  • I know how to balance de_nuke

    • Kryptonight
    • February 25, 2015 at 10:31 AM

    I've been working on a Nuke remake for some months now, it's mostly a visual upgrade but it's built from scratch so even though it keeps metrics very similar, some parts play very differently.

    When I reach Alpha5 (had a bunch of "preAlpha" builds before) I'll start a thread and private testing, because of the nature of the map, feedback is of VERY HIGH regard and even though I can't satisfy everyone I'll try to cater to as many as possible.


    some personal history, I'm new to Mapcore (been browsing for some time) but I've been a part of the GameBanana community for 7+ years and been a Super Moderator (Maps, Mips, Textures etc.) for some years and been doing Level Design as a hobby for about 10 years now (time flies...)

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