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  3. Freaky_Banana

Posts by Freaky_Banana

  • [WIP] de_bucha

    • Freaky_Banana
    • June 11, 2019 at 6:48 AM

    Crypto Mining ... Hence the mountain

  • Cappadocia

    • Freaky_Banana
    • June 11, 2019 at 6:41 AM
    Quote from neptune

    10 hours ago, neptune said:

    Layout looks a bit bonkers in a good way! Already have a few thoughts, but will hold out until the greybox to confirm or disprove any hunches :)

    Doing a nice job so far!

  • Vanquish

    • Freaky_Banana
    • June 10, 2019 at 3:53 PM

    I like the motivation! Is there a download link somewhere yet? Because judging off overview this map seems a bit small

  • My first try

    • Freaky_Banana
    • June 10, 2019 at 3:46 PM

    Can't actually tell you much, since I am not a level designer myself. Just wanted to let you know those pictures are looking good :) .

  • [WIP] de_bucha

    • Freaky_Banana
    • June 10, 2019 at 3:37 PM

    Can't really tell much from the drawing, but in any case looking forward to the greybox!

  • de_oakwood

    • Freaky_Banana
    • May 21, 2019 at 4:12 AM

    A big thank you to everyone who participated in the playtest!

    I have begun looking into all of the great feedback you left for me and will work out the new layout changes as soon as possible. For now I am happy most of you seem to have enjoyed the map, and am looking forward to further updates and playtests in this thread, whenever I next find the time to do them :).

    And @Logic thanks for the picture! I will address all of those issues in the next update.

  • de_oakwood

    • Freaky_Banana
    • May 19, 2019 at 10:53 AM

    Hello people,

    today is the day of the playtest! Whoever wants to experience what another year of redevelopment turned into shall gladly join me at 8 pm CEST on the MapCore Playtesting-server at the IP: 185.62.204.12:27035

    I look forward to seeing all of you there, before we can collectively huddle back up with our loved ones and eagerly await the final episode of Game of Thrones!

  • [CS:GO] Crossfire Remake

    • Freaky_Banana
    • May 17, 2019 at 1:54 PM
    Quote from neptune

    23 hours ago, neptune said:

    I like the changes! However, just a minor gripe, the tiles here still feel too shiny for me and somehow undo the immersion otherwise nicely established. Especially with a rough texture like that dust would gather in the cracks, considerably dampening down the shiny stone. Maybe you can just edit the vmf for reflectiveness and tune it down?

  • Work In Progress Breakdown for the SIG Sauer P228 scene

    • Freaky_Banana
    • May 16, 2019 at 11:00 AM

    I prefered the previous version. In this one the red cases seem very flat and lifeless to me but still take the focus away from the pistol because they introduce the color into the picture.

  • [CSGO] Dojo (defuse map)

    • Freaky_Banana
    • May 16, 2019 at 10:13 AM
    Quote from Marcin Poloczek

    11 hours ago, Marcin Poloczek said: Actually even more redesigned version. [Blocked Image: https://media.discordapp.net/attachments/570728171566006288/578359410032902144/unknown.png?width=676&height=676]

    Maybe just try and put it into the editor. At this point you are still the person who knows this map the best, and you will know what feels and plays right once you have it. I have always done the same thing you have here, theorizing layouts and trying to perfect gameplay that way, but there is a reason CSGO map design is an iterative process.

    Also, height differences always get me when I do top-down planning. How does the height in mid work here? Do the CTs have two windows, or is the right side of mid on the same upper height as the left (indicated by the blue color) If so, does it make sense for a vent to go out into the middle of an open street ? And is there a ladder into sniper room or did you intend for a stair?

    Nevertheless, don't let me discourage you, I really like where you are headed so far!

  • de_oakwood

    • Freaky_Banana
    • May 16, 2019 at 9:40 AM
    Quote from Interfearance

    7 hours ago, Interfearance said: Sexy displacement work. However, piles of brown leaves next to green trees can ruin the outdoor immersion and confuse the player thematically.

    Hey, thanks on the compliment! And not to worry, no trees or leaves on the new map for now, but their colors will be more along these lines in the finished map:

    Unfortunately I just have zero experience with 3D modeling or custom textures so I wasn't able to reskin the Valve trees. Just another thing I will have to learn for this project .

    Unfortunately I just have zero experience with 3D Modeling or selfmade textures, so I wasn't able to reskin the Valve trees. Just another thing I will have to learn for this project

  • [CS:GO] de_Shrine

    • Freaky_Banana
    • May 14, 2019 at 3:55 PM

    I love the idea of sliding doors around a bombsite! (but take with a grain of salt, I'm a bit of a doorfan myself ^-^)

    Gameplay-wise I do have to agree though, probably limiting it to a few stretches (but not necessarily a few doors!) is the smarter choice. Isn't to say you could never make the initial idea work though. Maybe with some real-time shadows shining onto the paper from the outside essentially making it a informed wallbang for defenders, while attackers have to go in blind? But I honestly don't know a) if that plays well and b) whether Source Engine can do that

  • de_oakwood

    • Freaky_Banana
    • May 14, 2019 at 3:43 PM

    Necroposting coming in. After all the revivals I have attempted on this topic ... I guess this is the Frankenstein's monster of threads

    Anyways, once again I have redone almost all of the map. I took it all back to a greybox stage complete with redesigning the layout. After ridiculous amounts of time spent alone in my room, and drawing insipiration from all the traveling I am fortunate to get to do, I am now finally content to put v_36 out for a playtest! I hope all the best of this initial greybox comes across in the screenshots.

    The playtest will be taking place this Sunday and I appreciate all participation :)

    Cheers people, see you then.

    Workshop link: https://steamcommunity.com/workshop/filed…/?id=1693753275

    The playtest will take place on Sunday and I appreciate all participation :).

    Cheers people, see you then.

  • [CS:GO] de_tunnel

    • Freaky_Banana
    • May 6, 2019 at 5:18 PM

    Keep at it man! Alternatively submit what you feel like is the best version for a playtest and others will add their creativity to it. Communication, cooperation and exchange of ideas rule!

  • WIP in WIP, post your level screenshots!

    • Freaky_Banana
    • April 28, 2019 at 7:31 PM

    Seeing as I will be on vacation for the next week, I wanted to get this out there. You already got a sneakpeek of A, so here is B:

    And the overview. At this point there is barely any resemblance with what Oakwood once was, but it is very recognizably the same idea. So what do you guys and gals reckon, does this deserve its own thread or do I continue posting in the Oakwood listing?

    (#Everything is wip and those light balls aren't usually present, that was just a weird compile error... does anyone know a cause?)

    (workshop link: check it out! https://steamcommunity.com/sharedfiles/fi…/?id=1693753275)

  • WIP in WIP, post your level screenshots!

    • Freaky_Banana
    • March 25, 2019 at 5:01 PM

    Guess who - ...

  • [CS:GO Wingman] Luxury, Terracotta & Delta

    • Freaky_Banana
    • February 18, 2019 at 12:48 PM

    Your greyboxes are my dope man. Just how everything seems like such a real place!

    I hope you get to finish one at least!

  • [CS:GO] de_highlands (WIP)

    • Freaky_Banana
    • November 21, 2018 at 6:57 AM
    Quote from text_fish

    On 11/19/2018 at 2:49 AM, text_fish said: The fully red wall is silly, and the ageing makes no sense, unless people keep going in and out through the window.

    Have to half agree on this one. I personally love the red wall, but the paint aging seems fairly random. I am by no means an expert on house painting, it's just I feel like the color would have come off in a sort of pattern, maybe something streamy from where water collects and slowly runs down? Some (tiny) streaks along the window rims and (slightly larger) down from there and the flower pots maybe?

  • [CS:GO] Central (Workshop link posted)

    • Freaky_Banana
    • January 17, 2018 at 9:16 PM

    I love the visuals! But I feel it's hard to judge a rather interconnected and multilayered layout like this just by lots of (very nice) screenshots. Is there a workshop link by any chance? Thanks in advance and best of luck with this one!

  • de_oakwood

    • Freaky_Banana
    • January 12, 2018 at 7:06 PM
    Quote from mryeah

    5 hours ago, mryeah said:

    Not sure what kind of feedback on the visuals you expect for a greybox, but for some reason I expect the left curved wall and/or the ceiling to be made of glass to let the natural light flood in that area? I liked the theme you had going on the previous screenshots and I'm glad to see you pick this project up again, looking forward to the release!

    hey, thanks a ton for the compliment on previous screenshots!

    Concerning the visual feedback, after I read your comment I realised that "visuals" is not what I wanted the feedback on. As you said yourself I feel like the previous' iteration's visuals worked quite well for my theme. What didn't work well for me was creating believable architecture that still functioned well as a CSGO map. That is the problem I am trying to tackle with this new version of de_oakwood.

    In that light, I think it's best, if I rephrase my question for "feedback on the new architecture." Thanks for pointing out this error!

    Regarding the glass walls, it may be tough making the walls glass, since this part of the map will be inside a hillside, but the roof can definitely get a few slits here an there :) !

    Also I made a little bit of progress:


    There is a little bit more, but that doesn't feel presentable yet. Right now I am looking to fix superlong sightlines in CT Spawn and create a fun to play B bombsite.

    Cheers!

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