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  3. Freaky_Banana

Posts by Freaky_Banana

  • [CS:GO] de_section (WIP)

    • Freaky_Banana
    • December 2, 2015 at 7:24 PM

    Perfect, sounds like a good idea :) .

  • [CS:GO] de_section (WIP)

    • Freaky_Banana
    • December 2, 2015 at 1:58 PM

    Looks sweet!

    I love the colour palet of the very bright and mat reds. The only thing I imagine, is that it's annoying to walk over metal all the time. Maybe you should change the floor's sounds to laminate or something like that.

  • [CSGO] [WIP] de_wplant

    • Freaky_Banana
    • November 25, 2015 at 7:52 PM
    Quote from Dosentti


    that texture/textures is from agency and it's only temporarily there. There are metaltrim01 texture and metalpanel01.

    Thanks a lot :) !

  • [CSGO] [WIP] de_wplant

    • Freaky_Banana
    • November 24, 2015 at 8:21 PM
    Quote from [N]awbie

    Could you provide a picture of the overlay?

    I think you are talking of the overview. But judging only from the screenshots, I like distinct features of the map a lot (for example the rounded stairwell :3 ) but think that in total it's a bit too clean and unlinked. What I mean by unlinked is that some props and places feel random. Also by the screenshots I couldn't not have made out it was a water treatment plant. Oh and even if it was one I don't think the guys in charge would risk contamination of their water, by having huge nuclear thingys in there.

    But with a little polish the theme'll make for a good one.

    Cheers!

    PS: What's the dark grey texture on the 12th, 13th and 14th screenshot called ?

  • de_sawmill

    • Freaky_Banana
    • November 24, 2015 at 12:43 PM

    Sounds great, go for it! :)

  • de_sawmill

    • Freaky_Banana
    • November 23, 2015 at 5:25 PM
    Quote from Quotingmc

    New fancy T spawn (Very work in progress):

    Hidden Content

    I have a suggestion here. Maybe you want to make the T Spawn a place with connection to a river, on which logs are brought to the facility. Just add in a rather big building with a crane or something. Alternatively I brought you this picture:

    [Blocked Image: http://www.aslemetals.fi/media/yleiskuva_aluksista.jpg]

  • de_Intelligence [WIP]

    • Freaky_Banana
    • November 22, 2015 at 1:51 PM

    ok guys,

    sorry to have left you waiting yesterday, there was an unexpected and yet important demonstration to get to [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_smile.gif] .

    But now here are the promised screenshots.

    Cheers!

  • de_Intelligence [WIP]

    • Freaky_Banana
    • November 19, 2015 at 10:22 PM

    Heyho guys,

    some new hot updates rolling in. I finally came to doing some of the texturing I had wanted to do. Unfortunately I can only upload the updated version with an overview on saturday, since my screen capturing doesn't work on the laptop when in fullscreenmode.

    So for now, you will have to see the changes from editor views: Feedback is superappreciated :3 .

    PS: Sorry I just couldn't hold this back until saturday, I am too hyped for having made progress :D !

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  • de_sawmill

    • Freaky_Banana
    • November 16, 2015 at 7:11 PM

    Heyho,

    so I had a run around the map doing some exploit hunting :D .

    This is what I found:

    multiple game-breaking selfboosts all around the map, a not properly lined up radar, ridonculous wallbangs (and I bet those were NOT intended :D) and also no collision props.

    I would suggest to you to just player clip all of the roofs, fixing the models (the sign in B-site and the box towards T's mid exit in that small room (from which I found an awesome one-way wallbang to where the CT's sniper is going to defend mid presumably)). For the rest of the wallbangs it could be benificial if I just joined that testing group to show you ^^.

    I have to mention here that I love the map's theme and that I really like the architecture, so keep going :) please !

    Cheers!

  • de_venue [WIP]

    • Freaky_Banana
    • October 26, 2015 at 7:47 PM

    Ok guys aside from the FPS topic for a second: I had a quick run around the map and I think that the downstairs part looks really cool. This is contrary to upstairs. The readability up there is aweful, it's clutered with stuff (which results in nonsolid props ; I really hate those!) and the area just doesnt feel "clean". Also there are way too many colours visually standing out which results in confusion about where to look. I think that that area should get a huge amount of cleaning up, just somewhat making it more linear and nice to look at.

    But further adding to the FPS stuff: My laptop didnt manage to run the map fluidly (it is somewhat of a toaster though so don't think this'd be the case for everyone! I am even pretty sure the big PC I use on the weekends would manage quite well.)

    Cheers!

  • de_Intelligence [WIP]

    • Freaky_Banana
    • October 24, 2015 at 11:40 AM

    Ok guys, update time !

    I have worked on the map sporadically over the past few weeks, trying to texture some stuff (very little) and optimize gameplay.

    The most significant changes are noted here:

    - I added extra walls in mid (look at the screenshots) and adjusted the timings of the T's arrival --> CTs will be everywhere on the map about one and a half or two seconds earlier than Ts will (except for A Long and mid which they both reach at 10 for A Long or 7 to 8 seconds for mid)

    - I made the jump onto the boxes easier in mid and lowered mid's floorlevel a little

    - You can now just walk up onto upper mid from ontop of the boxes instead of having to jump

    - I removed the long stretched boxes in the big connector room between CT Spawn and B


    I have (which I am sure many of you will appreciate) started adding in entity-models and doing some proper lighting (that actually has a source! [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_eek2.gif]-->lamps )

    But now: Screenshots [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_biggrin.gif] !

  • de_stupa

    • Freaky_Banana
    • October 21, 2015 at 1:22 PM

    So does this tell us that we should be expecting updates ? *hope*

  • Need feedback on my new map idea

    • Freaky_Banana
    • October 7, 2015 at 10:20 PM

    Very awesome indeed :D !

    I love the layout idea too, keep going here!

  • MapCore CS:GO Playtesting 4.0

    • Freaky_Banana
    • October 4, 2015 at 4:33 PM

    Hey, I wanted to cancel the playtest for tuesday please. I am going to start detailing a bit in the areas I feel sure about :) .

    Thanks in advance,

    Cheers!

  • de_Intelligence [WIP]

    • Freaky_Banana
    • October 3, 2015 at 2:25 PM

    Ok guys, update time [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_smile.gif] !

    So after the playtest I have now rebuilt parts of the map to be like feedback suggested.

    I have created an entirely new area around balcony, to make mid less T sided; I have widened and lenghtened B and adding in new spots; The big block was taken out of middle and a new path for rotations into security from CT Spawn was created; The cover in the centre of A site was deleted.

    I also added in a new way into the tunnels infront of B from the new area where balcony was to make takes easier by opening up more entrances.

    Now without further ado: screenshots of the new areas [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_smile.gif] .

  • de_novo [WIP]

    • Freaky_Banana
    • October 1, 2015 at 3:27 PM

    So my dear,

    I want to just collect most things I noticed immediately when playing the level.

    Only two Terrorists will spawn into the level, so the CT and probably 3 T Spawnpoints dont work. Try to lift them off the floor in the editor (32 units). You forgot a nodraw texture behind B, you should disable shadows on the fence on the floor infront of B. I feel like there was too strong verticality in the actually played areas. The passageways into A are really narrow, especially the "short" route from middle to the back of the site. I feel like the mids were too wide and open, but that'll only show in a playtest. I do not like the ramp things in the mid areas. They feel unnecessary maybe just add in a horizontal floor after half of the ramps height and cut off the lower rest.

    I have to say that the textured areas look great, I like them a lot. One little thing though, I found the red railing on B which sticks over into the air too look really weird and irritating. I'd remove it, if it isn't essential to gameplay (which I couldn't test ofc because the CTs were inexistent :D ).

    I hope to see some improvements made but I can actually see this map going a long way, if I am in a position to say so :) .

    Cheeers!

  • Complex

    • Freaky_Banana
    • September 30, 2015 at 9:08 PM

    So I myself also had a run around the map with bots. Some of the impressions I collected:

    First of all the map looks good (I especially love the container homes and the stones in mid. I have to state though, that I felt like the props were not corresponding to a main theme.

    Second the gameplay:

    The navmesh on CT side seems really mucked up ^^. CTs keep getting stuck on the door at B and just rush mid most of the times, where they wait, until the bomb is planted(otherwise they like B for a roundstart). Ts seem to plant on A usually, and I have to say, that A is hard to defend, since there are many angles the Ts could come from (given they have taken mid, which happens often because it favors Ts thanks to being able to just smoke out the one single CT entrance to it from their spawn). I don't know if I just took the wrong approach here, by defending from down back at the foot of the crane, But I also had problems retaking A (especially since the CT bots were all stuck on that door xD). There were just too many Ts in the site already (btw the readability is bad with the box in the corner of the site closest to CT Spawn, Ts have almost the same colour :D ). I would suggest removing the back of the road like thing in the back of A towards CT side. It's tough to check without running out in the open, turning your back on the actual site. B looks cool, although I imagine it being a tough charge for the Ts to get into the site. Once they have it its great though :D . Rotations are easy to hold down for the Ts, by controlling the hall infront of mid (on CT side) and the underpass to A. No one wants to run around through T Spawn, when the bombs ticking. That'd be it for now, if I remember anything else later, I will comment again :) . Until then keep up the good work!

    Cheers!

  • de_Intelligence [WIP]

    • Freaky_Banana
    • September 27, 2015 at 11:54 AM

    Ok guys, time for an update with the playtest coming up: I have done several fixes to the map, including:

    Adding in a big box in mid for balanceing the area, creating a larger lobby-like room in front of A on T side, making the ceilings higher in B Site. Furthermore I have changed the timings a little bit, so that CTs and Ts arrive at their positions in mid at around the same time. Here is a full list of the timings:


    Quote

    Spoiler TSpawn --> mid: 5 seconds (6 scoped)

    TSpawn --> mid balcony: 6 seconds (7 scoped)

    TSpawn --> entering BStairs through mid: 10 seconds

    TSpawn --> B-site (through mid): 15 seconds

    TSpawn --> B long: 10 seconds

    TSpawn --> B-site through long: 12/13 seconds

    TSpawn --> A long hall: 10 seconds

    TSpawn --> A-site (through mid): 11 seconds

    TSpawn --> A-site (through halls): 12/13 seconds

    TSpawn --> A-site (through long A): 14/15 seconds

    CTSpawn --> lower mid ramp: 5 seconds (6 scoped)

    CTSpawn --> lower mid boxes: 5 seconds (6 scoped)

    CTSpawn --> lower B-site box: 7 seconds

    CTSpawn --> B long: 8 seconds

    CTSpawn --> B midstairs exit: 11 seconds (12 scoped)

    CTSpawn --> A main: 9/10 seconds

    CTSpawn --> A mid connector exit: 11 seconds (12 scoped)

    CTSpawn --> A long: 10 (11 scoped)

    Rotation through CT Spawn: 12 seconds

    Rotation through mid: 12 seconds

    Display More

    Ok I edited everything in !

    So for now I am just looking forward to seeing you later for the playtest [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_smile.gif] !

    Cheers!

  • DE_Contemporary

    • Freaky_Banana
    • September 22, 2015 at 6:45 PM

    yea I'd love to test it too. Furthermore, judging from the overview the walls are 16 thick so AWPs can wallbang pretty much every wall on the map. Running around that map you will live in fear 8| !

  • DE_Contemporary

    • Freaky_Banana
    • September 22, 2015 at 5:40 PM
    Quote from jackophant

    Overall it looks quite nice if a little compact, but being able to plant for mid on both bombsites seems impractical and massively imbalanced.

    As I said a little bit of cover on the bombsites to hide from nasty awpers should fix this.

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