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  3. Freaky_Banana

Posts by Freaky_Banana

  • DE_Contemporary

    • Freaky_Banana
    • September 22, 2015 at 5:21 PM

    Well if this what I am assuming here is correct: The content cannot be displayed because it is no longer available. then I congratulate you sir, because this layout looks heck 'a solid in my opinion ! There are tons of ways to get into the bombsites for Terrorists, while CTs seem to have the highground. A could be hard to reach though, since you have to run through a narrow corridor or the wide and open mid. I am uncertain but am not counting the route through CT Spawn.

    The only thing I dont like about the map is how extremely open it is. Just try giving railings to the balcony parts around the bridges just as the bridges themselves. This way it is easier to smoke them, to get them on fire and to take a firefight from on a bridge. Also you should maybe add some cover to the bombsites.

    Cheers!

    PS: I am unsure, whether the small thing I circled pink on the overview is a window or not. If it is, remove it! The sightline into B is OP !!!

  • de_Intelligence [WIP]

    • Freaky_Banana
    • September 19, 2015 at 12:19 PM

    small bump. I have added in the new lighting suggested by Vaya (thanks! It looks way better now :) .) I have also worked on the A to mid connector and above all the CT Spawn. It has a completely new design, made for better gameplay and nicer visuals :) . screenshots were edited into the first post, and are otherwise to be found in better quality on the workshop page ;) .

    Cheers!

  • de_Intelligence [WIP]

    • Freaky_Banana
    • September 16, 2015 at 8:25 PM
    Quote from jackophant

    You've set your sun angle to be really low:

    • 0 is horizontal light and casts loooooong shadows
    • 90 is straight down and very short shadows.

    What references are you using? You mention German surveillance facility, but I'm seeing a fountain and tiled roofs of the castle kind.

    That texture you've posted is also quite noisy and your walls will look super lumpy. I'd maybe suggest something like this:

    [Blocked Image: http://2.bp.blogspot.com/-kz4E0WYl9pA/VC1I_Y7m1RI/AAAAAAAAGMQ/Hk91vw9DbuQ/s1600/Wall%2Bstucco%2Bwhite%2Bpainted%2Btexture%2B4770x3178.jpg]

    up to now there is no reference. Everything is entirely from my imagination. Also I want to change CT Spawn asap, to delete the huge sightline almost all the way from A to B. I was thinking of a sort of lobby area with a reception desk with a huge wall behind it. I am going to post a bsp of the new CT Spawn here soon, but I only have access to a PC with the actual game and the possibility of playtesting on weekends, which slows down the process considerably...

    On the two design tips: 1. Thanks a lot jackophant, 2. I was only a bit lazy: I simply wanted to show, that the roofs are roofs, whilst not tearing up the graphic style of the greybox completely. I just googled the texture as a quick example, I was thinking about actually using it though, so thanks for sending a better one. I am not as experienced at this stuff as you guys are, so I am really greatful that you help me out :) .

  • de_Intelligence [WIP]

    • Freaky_Banana
    • September 16, 2015 at 1:34 PM

    I already use a light_environment, but I did not quite figure out yet, which angle I could use to maximise the amount of outside space which is lit up, whilst still having light shine in through the headlights of CT Spawn. Also I am no good at fixing the brightness as of yet ^^ ... Have you got any suggestions, which map's light_environment I should use ? I am going for a clean, white, modern look on the inside of the buildings, while having a dirty and rough white texture on the walls outside. something like this:

  • Mapcore Introductions Thread

    • Freaky_Banana
    • September 15, 2015 at 9:00 PM
    Quote from jackophant

    Wow, Urban Terror! That takes me back, old Quake mod. I fired it up sometime this year and it was full of people bunnyhopping or something at light speed. I definitely didn't remember that part! Loved the location damage and bandage system though!

    Welcome Quentin

    Thank you very much jackophant :) . And if I may mention so, I was quite succesful at Urban Terro too. My Clan (3 people :D) were playing first league of Urban Terror contests :D .

  • de_Intelligence [WIP]

    • Freaky_Banana
    • September 15, 2015 at 5:45 PM

    ALL IMAGES FROM THIS THREAD FROM NOW ON ARE TO BE FOUND AT THIS IMGUR LINK: https://imgur.com/gallery/wlIyh1A

    Heyho guys,

    I worked on this map for a while now and am confident enough to put this out there. As a firsttime map, I don't see it as even close to really good, but that is also one reason why I threw it out here. I wan't to collect as much feedback as possible, so I can make the layout better, before detailing all too much of the map and just being angry about having to delete whole finished ares for gameplay's sake. so now, let's get to it:

    http://steamcommunity.com/sharedfiles/fi…s/?id=518398249

    Cheers, enjoy the map!

    PS: A bit of story, to why the Terrorists want to blow up this german surveillance facility.

    After all the scandals surrounding governments spying on their own population, these freelance Terrorists have decided to do good to the privacy of everyone and blow up either the technical support required for a surveillance satelite (bombsite B), or the local servers which store the gathered information for a short while and which are absolutely crucial to keep the facility running (bombsite A).

    Now using the very same technology which it is the aim of the Terrorists to destroy, the Government has overheard a phonecall of the culprits, talking about their plans and you, as a loyal to the state policeman are sent out to defend the facility.

    Which side are you going to choose ?

  • Mapcore Introductions Thread

    • Freaky_Banana
    • September 15, 2015 at 4:47 PM

    HeyHo guys!

    My name is Freaky_Banana (or REDBLUTBAL inGame), I am from the USA but have lived in the southern parts of Germany for almost all my life. Therefore german is my native language, eventhough I nontheless love talking to others in english.

    I originally got into mapping through another first person shooter game called "Urban Terror 4.1". I had already played that game a lot, when a friend of mine and I got the idea of how cool it'd be, to build an own map, with our personal favorite areas from all the maps we played. So we dove into the topic of mapmapking... quite unsuccesfully. We both had no real idea how to handle the software and quickly gave up. But as time flew, I got into playing CSGO, as an alternative for Urban Terror, thanks to the master servers going offline. By chance (when looking through YouTube for CSGO timings) I came across a series, covering the making of a CSGO Map. With that series, I had caught fire again. So I set my mind upon doing something of my own, and this time for real!

    After getting used to Hammer Editor in 30 long hours of creating a small deathmatch map (which is never going to see the light of day), I finally started working on my first "real" map. The defusemap "Intelligence"

    So now, some work later, I am sitting here writing to you lovely people, who I have seen support each other for so many maps, hoping to get aided in the process of making Intelligence.

    Oh,and my real name is Quentin.

    Cheers guys, have a lovely time everyone :) !

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