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  3. Daruth505

Posts by Daruth505

  • Metz [Offensive]

    • Daruth505
    • October 3, 2016 at 2:57 PM

    I'd love too see more post indeed.

    Sounds like a nice idea you got here. But if more bridges are needed, there always welcomed in my eyes... within these settings/themes. You could always include two more as paths from a spawn point, away from the battle or possible distant views. But i shouldn't keep focusing on bridges,bridges,bridges. As i said i really do like the other areas just as much. Its shaping up well, i can see this being a great competitor in this competition. Really solid map so far, it seems.

    :)

  • Foy

    • Daruth505
    • October 3, 2016 at 2:03 PM

    This map is looking great! The small suburban town overcome by war!

    I really like the dark moody feel the map has currently, with the sun just braking through, a sign of hope it feels.

    To me it seems like each building so far is enter-able, i really like this element in WW2 maps. This can also make it harder to balance the map overall, but i know you're very skilled overall. I'm sure you'll perfect this project as you go along. I would love too see some broken elements to the map as a whole. Smoke rising up in the distance.


    Anyway, i can't comment on too much at this stage.

    Nice one, you got this! - Daruth505

  • Brest

    • Daruth505
    • October 3, 2016 at 1:56 PM

    Great work everyone, All these designs. Its just such a wonderful community!

    All brought together with similar interests.

    Good luck everyone, nice work Terri and LizardPL

  • luxembourg (Temporary name)

    • Daruth505
    • October 3, 2016 at 1:52 PM

    Remember too keep playing the game in-order to learn how each game mode works overall. Your maps looks great so far, alot of detail added to each building face etc.

    I like the water splitting up the environment, creating interesting firefights across the open areas. Each detail adds more life to the map and nothing so-far seems wildly out of place, in my opinion.

    One issue i do see, those control points at this moment, seem rather small. If the control points expand into the buildings then thats fine, however i can't tell if they do or not at this stage. I would suggest making the cap areas bigger, to prevent annoying situations. For example, one rocket wiping out every player capturing.

    Keep up the grand work, it seems great!! Don't let my opinions put you off, just help. - Daruth505

  • Metz [Offensive]

    • Daruth505
    • October 3, 2016 at 1:42 PM

    Especially the third image currently, that view, that design... just looks great! I believe would bring great variety to each and every match. This is important to keep players wanting to play more. The different routes and angles players can utilize seems great!

    Where possible i would add bridges across the map, where bodys of water lay. This is not needed, however is a personal favorite of mine.


    Keep it up! - Daruth505

  • Marino (Offensive)

    • Daruth505
    • October 3, 2016 at 1:35 PM

    Wow! This map is coming together very well!

    The theme is looking great. I am particularly fond of the 'terrain variety'. I like how each section due to the theme has nice verticallity without it being over board.

    Everything suits together nicely and seems to work well if played. I can't confirm this as i haven't played this map enough/yet. However based of the look alone, it seems to flow well. Alot of castles got 'brought' into battle, they make very interesting levels in my opinion.

    Some of the grassy areas, do seem rather open, however this will change in-time. Even if you don't add full cover, you could always add craters etc.

    Nice job! - Daruth505

  • Butera

    • Daruth505
    • October 3, 2016 at 1:26 PM

    Great block-out so far. The overall map looks rather dark on my end, So i'm assuming you might intend on a dusk time setting. This would be very nice, however this will make it hard to distinguish players from the 'back drop'. If you are set on this time setting, then by all means keep at it, As you progress im sure you'll come up with lighting techniques that will help overall.

    I especially love bridges within WW2 maps. Adds some interesting battles overall. Keep them in if possible, in my opinion.

    Nice work - Daruth505

  • Ardennes - All Modes

    • Daruth505
    • October 3, 2016 at 1:20 PM

    Great work so far!

    You've really added that gritty, realistic feel across the board. I really like the back story feel to some of these locations. The feeling of people living out their day-to-day lives here, before the war began.

    The overall POI's appear to have full access which i really like, allowing for great objective buildings as-well as interesting 'breach and clear' type fights.


    I would keep in-mind optimization before you continue too much. Maybe possible cliff faces that split up the battle grounds alittle here and there. However i know your well experienced in Hammer creations, so i'm sure you'll work something ideal out. I would love too see the open areas kept when possible, this i believe works better for DOI and the overall feeling of battle anywhere.

    Keep it up! - Daruth505

    [msg me on steam if you need more indepth info about my opinions]

  • DOD_Donner Inspired Remake

    • Daruth505
    • October 3, 2016 at 1:10 PM

    OOOooo very nice update. I like how most of your buildings will be enter-able, this truly reminds me of past WW2 games overall.

    The flow to the overall map appears to be GREAT! Pushing down these narrow roads forcing the enemy front line back. I would personally like too see broken buildings within your map, i'm sure you'll add something like this at one point. This will keep the artillery strike more viable across the battle. The roads work perfectly for this factor too.

    This should be great fun overall! - Daruth505

  • Varsity

    • Daruth505
    • October 3, 2016 at 12:59 PM

    Your map has great elements already, that arch and tower is just b.. e...a...utiful!

    The layout in my opinion seems to work, main pathing looks great!. But i'd encourage you to keep looking into the gamemodes while you continue to create.

    I can see this being a big contender in the contest overall, great job!

  • Contest Entry [Unnamed Map] dod inspired.

    • Daruth505
    • October 3, 2016 at 12:43 PM

    This maps shaping up well!

    I like the look of the smaller areas, I'm not sure if they're flanking routes or main path. But im sure they'll be great fun to battle around. Splitting up the big battle areas with smaller more controlled areas is nice in my opinion. Allowing players to pick and choose their battles more. This not only helps more people enjoy your map, but is also ideal for classes such as the new flamethrower class. They need close quarters to dominate the enemy.

    The third image currently, has a wide open area. Be carful of optimization as you well know.

    Good luck with this - Daruth505

  • [CS:GO] (W.I.P) de_arpegio

    • Daruth505
    • March 24, 2016 at 8:34 PM

    Map is looking GREAT so far keep it up do, wishing you the best in this project and beyond.

    Unsure why i cant add you as a friend, we used to be friends on steam. I removed you by mistake and tried to re-add and tried recently too...

    -Dar

  • Looking for people that are aspiring to work in the game industry

    • Daruth505
    • July 19, 2015 at 1:16 PM

    Studing games design. 3d modeling, level design

  • MapCore CS:GO Playtesting 4.0

    • Daruth505
    • June 6, 2015 at 6:32 PM

    thank you, my mistake there :) Probably cause i read it ages ago i skipped it this time.. dono whyy. Liked your map yesterday :)

  • MapCore CS:GO Playtesting 4.0

    • Daruth505
    • June 6, 2015 at 5:50 PM

    Any chance i could have my map PlayTested here on Mapcore :) I've had this map in a block out state for alittle as i havent been about too keep developing it untill now. I cant wait for it too be tested if you accept.. Thank you and let me know if its possible.

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