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  2. Iceberg

Posts by Iceberg

  • CSGO layout Map opinion

    • Iceberg
    • January 5, 2017 at 7:49 PM

    Hello, here I bring some of the changes I have introduced in layout of the map taking into account your advice, I tried several combinations of routes and in my opinion this is the most fluid, please tell me what you think. In the middle part obstruct the long-range vision with a container so as to make it more difficult to reach and control that area with rifles.

    The connector (Orange routes) one of the routes block it and in the remaining route place a small step so as to penalize the time in CT or T to A.

    The other possibility of rotation paths from medium to B was blocked.

    One of the combinations of routes from CT to B was also blocked so as to limit options and simplify the map in some way.

  • CSGO layout Map opinion

    • Iceberg
    • January 4, 2017 at 3:17 PM
    Quote from Freaky_Banana

    26 minutes ago, Freaky_Banana said: The map seems (naturally I couldn't play it yet) like it will create a feeling of unease when played. Since rotation times between the single paths are so short, players could be anywhere at any time. This makes it necessary to constantly be aware of every entrance around you, confusing and frustrating the player, if he does eventually get shot from one of them.

    Furthermore I think mid could prove to be too easily smoked off by Ts (pop one smoke where the purple lines are in the bottleneck between CT and mid), giving them a whopping three ways into A and simply tons of map-pressure. Also avoid as many long sightlines as you have them here. This map looks like a horrible to optimise awp-fest, with too many routes.

    Maybe stick to something more conventional, like what @Roald suggested, but keep going :) !

    Cheers!

    Quote from Roald

    14 hours ago, Roald said: In my opinion too complicated, there are 13 paths. I dont know ur exact idea so the following things I suggest are just my thoughts.

    The more simple the better. Though all of us mappers want to do something more :D

    U COULD Remove 1 path from CT to B (blue) 1 from CT to midle (purple) 1 from mid to A (red) and make the connector from mid to B more usefull as it has no use on this moment since u can safely use the T to B route (orange). I think this will bring more balance and reward T's to risk taking midle for advantage. Also its easier for a single CT to hold mid as it seems chaotic on this overview

    U could CONSIDER removing the T connectors (orange) to midle but idk. It can also be nice for T's to have space to play arround. If u do so u got a basic 3 path layout which is good. The reason is to simplify the map, but yea not a real must when u map it alright I guess.

    U can consider IF u take some of the advise, adding one additional route to the most CT sided bombsite for extra tactics.

    Hi guys, thank you for stopping for a moment to give me your valuable opinion, to say that I have tried to take care of the subject of the shooting angles for long range rifles AWP among others, also I try to get a good balance in terms of rotation with respect to attacks Direct, I get to work to see how I introduce your suggestions in an effective way.

    Thank you...!

  • CSGO layout Map opinion

    • Iceberg
    • January 3, 2017 at 10:12 PM

    Hi guys, this is a new project that I have in process, the layout of the map with the possible routes marked, the time of each route are within the ranges that have the official maps, in the next days I will upload more screenshots, with The times of each route and other details, I know it is a bit poor but in this first post I would like to see your opinion


  • What music have you listened to recently?

    • Iceberg
    • September 1, 2016 at 11:27 PM

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  • What music have you listened to recently?

    • Iceberg
    • August 24, 2016 at 10:27 PM

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  • What music have you listened to recently?

    • Iceberg
    • August 24, 2016 at 10:03 PM

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    One Big classic

  • What music have you listened to recently?

    • Iceberg
    • June 1, 2016 at 12:10 AM

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  • What music have you listened to recently?

    • Iceberg
    • May 26, 2016 at 3:56 PM
    Quote from Seldoon182

    On 23/5/2016 at 9:49 PM, Seldoon182 said:

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    The best performance xD

  • WIP in WIP, post your level screenshots!

    • Iceberg
    • May 3, 2016 at 7:45 PM

  • What music have you listened to recently?

    • Iceberg
    • May 1, 2016 at 7:06 PM

    EXPLICIT CONTENT ....!

    ONLY FOR ADULTS OVER 18Yrs Old

  • What music have you listened to recently?

    • Iceberg
    • April 26, 2016 at 11:07 AM

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  • What music have you listened to recently?

    • Iceberg
    • April 25, 2016 at 10:23 PM

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  • [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)

    • Iceberg
    • March 15, 2016 at 2:44 PM

    hi guys, I just got this tutorial to fix the problem, I followed him step by step and I could fix it.

    http://www.worldofleveldesign.com/categories/csg…fire-update.php

  • Mapping Community Voiceserver

    • Iceberg
    • March 10, 2016 at 12:17 PM

    looks nice :D

  • Hammer SDK Message

    • Iceberg
    • March 9, 2016 at 5:28 PM
    Quote from Mamorex

    Shawn Olson writed about this and other issues: https://migrationtest.mapcore.org/topic/19925-csgo-fgd-error/

    I haven't any issue with compile and bad .fgd - just red letters, but it's very easy to fix it.

    Thanks again..!

  • Hammer SDK Message

    • Iceberg
    • March 8, 2016 at 10:56 AM
    Quote from Vaya

    I get this too. I don't think it's a big deal

    Thx, bro!.

  • Hammer SDK Message

    • Iceberg
    • March 8, 2016 at 10:18 AM

    Hey guys, since the update of the wildfire operation, every time I open the SDK appears me this message on the console, really do not know if something is wrong or is just normal, I hope your help thanks

    [Blocked Image: http://i.imgur.com/yhBTr2e.jpg]

  • [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)

    • Iceberg
    • February 23, 2016 at 10:54 AM

    I imagine there will be some ongoing claim? someone valve is working to fix this problem :???::rolleyes::rolleyes:

  • [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)

    • Iceberg
    • February 21, 2016 at 9:49 PM
    Quote from Wrakk

    With the new Wildfire Update came a whole new Nuke, which included a lot of new assets. So, I go into Hammer and place down a few of the new props, then compile. They're all completely black. I tried to just compile older props from other maps, and they are also all black. Anyone else having this problem?

    Pics:

    Hidden Content

    I have the same problem

    :???:

  • WIP in WIP, post your level screenshots!

    • Iceberg
    • December 16, 2015 at 4:41 PM
    Quote from Bastion

    Not too bad however the choice of lighting may be too strong on the yellow side, unless this is designed as a radiated area. In Which case it works well.

    Not too bad however the choice of lighting may be too strong on the yellow side, unless this is designed as a radiated area. In Which case it works well.

    Quote from Vaya

    Looks mega yellowy green?

    color values are similar to those of other maps to the uniqueness of this has less red and more contrast with the green

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