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  3. Freaky_Banana

Posts by Freaky_Banana

  • de_oakwood

    • Freaky_Banana
    • June 5, 2016 at 4:57 PM
    Quote

    3 hours ago, 'RZL said: I like the direction you guys are going, looks really promising! Keep at it!

    Thanks for the kind words of encouragement RZL !

    Shibou and I are both highly motivated to keep the flow going with constant updates and releases :) !

  • de_oakwood

    • Freaky_Banana
    • June 4, 2016 at 2:19 AM

    Heyho guys,

    we just wanted to share our progress on oakwood. After loads of planning, blocking and private testing, we are now confident enough to reveal the changes made to A!

    I will give you a brief rundown of what changed, illustrated by the following screenshots, which I collected during playtests with Shibou.


    We have moved the entire A-site one level up, and added this balcony outside, which you have to take to get into A from CT-side

    Surrounding the balcony is the newest part of the map, in which I messed about a bit with the environment oakwood is placed in. (I still have to fix the shadows on the cliffs though :P )

    This is the view towards balcony from CT-side. The forklift is an alternate path up onto the balcony, offering a new angle of approach Ts have to defend against. (the door is glitched, it's supposed to be metal and not black ^^)

    The view from the bottom of the balcony's acces ramp towards small and CT-spawn

    The T-side of A has been turned into a riverbed leading up to the Ts new entrances into the site, located in the sewer system of the facility.

    The terrorists have the choice to either rush straight up through here:

    or take the safer way around and into the back of the halls around the A-site.

    The last entrance is the one through mid. We added verticality here as well:

    And finally the site itself. We move in from balcony (CT-side)

    get into the site ...

    and have a look around...

    before we exit into the halls (tunnels) around the site: (here we're looking from the halls into site)

    this shot shows the two new T-entrances intot the area surrounding A.


    Last but not least, a really cool picture of a version we temporarily (and only accidentaly) had. (bounce-values are important guys!)


    disclaimer for this post:

    Yes, the satellite bowl and the radome above A-site are only temporary placeholders which we're looking to replace with proper models asap! (Any help is appreciated :) ! )

    These pictures were taken in a fast-compiled version!

    All textures can still be changed, none of them are definitely final, but let us know what you think about the direction this project is going :) !

    Cheers!

  • [CS:GO] de_stars

    • Freaky_Banana
    • April 1, 2016 at 9:40 PM

    I noticed a few things in the workshop version:

    There are a few nodraws visible when going to A from CT. Also on the same route the rope blocking the small area with the crates is nonsolid.

    Haven't had an indepth run around the map, but I like the look of the bombsites. Otherwise I feel like the whole thing was rather bland compared to before.

  • de_caspian [WIP]

    • Freaky_Banana
    • April 1, 2016 at 9:37 PM

    Hey, the screenshots look good, keep going like that! But please get rid of all the empty space in the spoiler, it's enerving!

  • de_oakwood

    • Freaky_Banana
    • March 31, 2016 at 4:41 PM

    Ok guys,

    first off thanks to everyone who took part in the playtest!

    Second, I gladly announce that @Shibou has now picked up work on this project as well, and will help me to complete it. He was already a large contributor to the map and with him on the team, I believe that de_Oakwood will become a great map!

    We will analyse the demo and the feedback together and will try to more or less regularly update this thread! Look out for them screenshots ;) .

    Cheers!

  • de_oakwood

    • Freaky_Banana
    • March 28, 2016 at 12:26 AM

    So first off, thanks for the feedback! I really appreciate that people think so much about what may benefit my map /emoticons/[email protected] 2x" title=":)" width="15"> ! Second, there were a few things I had problems understanding unfortunately, but maybe I can get to understand your feedback better by asking you /emoticons/[email protected] 2x" title=":D" width="15"> .

    Quote from Pumbliss

    25 minutes ago, Pumbliss said: Right next to area 9 there's a snipers nest that I think could be used in the map well. Giving a sunroof that's poppable in one throw could allow easy and useful smokes to block out the position, or just throwing one across as you pass could help cancel its power.

    Are you referring to the area in T-mid and T-B marked with a brown nine on page one of this thread? If that is so, I assume that the "snipers nest" would refer to this:

    Could you further explain how you think that this nest would benefit the map ? I would like some more insight on that!

    Quote from Pumbliss

    25 minutes ago, Pumbliss said: Have small ledges on the rocks around the entries to A and B to peek over the walls. I'd like these because it allows peeks into other positions just via knowing the map well, and not needing a teammate.

    Do you mean the stones really close to the entries (the ones on B T-side)? Or are you talking about the ones from behind which Ts set up their takes (e.g. in T-side of A Long).

    Quote from Pumbliss

    25 minutes ago, Pumbliss said: Make ALL sunroofs one-nadable.

    OK, I will /emoticons/[email protected] 2x" title=";)" width="15"> .

    Quote from Pumbliss

    25 minutes ago, Pumbliss said: Rename the paths completely. As this seems like it's tring to be a fancier lab similar to a season feel, having a spray-painted A and B are quite peculiar. Instead, I think completely renaming the areas would be better, such as sectors A and B, with A being a more computer-y, science-y, and lab-y area bringing labs or offices behind glass and generally more computers/monitors. B could be the generator/mechanical area with more complex and interesting models.

    I wanted to do that as soon as I start creating custom assets for the map. In the meantime I thought that the spray's color would fit the lighting and mood of the map rather well. So it will stay around for now /emoticons/[email protected] 2x" title=";)" width="15"> .

    One big thing I think I have to disclaim clearly is that A is supposed to be under a huge ones of these:

    and with a big satellite bowl on top of the big strut in the middle of the site. This means there will be no peaking into A from A Long and no high grenadethrows from A Long into A-site.

    B is supposed to be the server where the data received via the satellite bowl is stored temporarily ( the small box beside the big one being the workstation from which the server is operated).

    Quote from Pumbliss

    25 minutes ago, Pumbliss said: Besides those reccomendations, this map looks really good, especially for a white wall. I'd definately like to be able to contact you about this map, so if you're interested in that I'd love a PM to be able to add you on steam or whatever and talk to you a little more.


    Good luck in the future, you won't need it, this is going the right direction!

    Thanks a lot! Hearing this from other people means a lot to me /emoticons/[email protected] 2x" title=":)" width="15"> ! I will PM you /emoticons/[email protected] 2x" title=";)" width="15"> .

    Cheers!

  • de_oakwood

    • Freaky_Banana
    • March 27, 2016 at 11:19 PM
    Quote from Shibou

    1 minute ago, Shibou said: found another sightline that might be in CTs favour:

    I don't think that this sightline throws off balance terribly, but if problems arise I will delete it /emoticons/[email protected] 2x" title=":)" width="15"> . For now I think it's just another spot to defend from /emoticons/[email protected] 2x" title=":)" width="15">. Thank you for looking so closely nevertheless !

  • de_oakwood

    • Freaky_Banana
    • March 27, 2016 at 10:48 PM
    Quote from Smileytopin

    35 minutes ago, Smileytopin said: Just a minor thing, as I'm running through it I noticed that on B site the glass on the top isn't breakable, and the bomb decal extends to a spot you cannot plant. The glass above B site feels like it should be breakable, as glass with that texture is breakable throughout the rest of the map. It'll also allow more nades into site.

    The decal on B - The floor decal that marks the plant zone shows on the floor behind the big crate, yet you cannot plant there (the big box, you cannot plant near ct there). Either move the decal inwards so it cannot be seen on the floor in spots you cannot plant, or extend the plant zone.

    Actually the glass is breakable. Its health is simply set to 50, because I wanted to prevent smokes from being thrown into the site from outside. That would give Ts an unfair advantage imo.

    Concerning the decal, it's true, you cannot plant in front of the big box, but infront of the small. I will try to fix the lines though /emoticons/[email protected] 2x" title=":)" width="15"> .

    Thanks for the input!

  • de_oakwood

    • Freaky_Banana
    • March 26, 2016 at 6:27 PM
    Quote from Shibou

    42 minutes ago, Shibou said: It gets better with every single build!

    Thanks a lot /emoticons/[email protected] 2x" title=":)" width="15"> ! We'll see wether the gameplay can keep up with the visuals /emoticons/[email protected] 2x" title=";)" width="15"> !

  • de_oakwood

    • Freaky_Banana
    • March 26, 2016 at 3:26 PM

    Time for v11:

    I have started detailing mid , so now there is at least a little bit of eyecandy on the map. Also I have replaced the textures on my building's walls with 50 % reflectivity textures, to "lighten" the mood of the map /emoticons/[email protected] 2x" title=":D" width="15">.

    These screenshots are of the fullcompile, which will be tested in the playtest tonight. Dont miss it /emoticons/[email protected] 2x" title=";)" width="15"> !


    I also heightened the ceiling in T mid, to make the room feel less depressing and more like what I want it to be (a sort of pauseroom).


    Cheers!

  • de_caspian [WIP]

    • Freaky_Banana
    • March 25, 2016 at 9:32 PM
    Quote from Panda

    Just now, Panda said: Haha, the bottom 5 /emoticons/[email protected] 2x" title=":P" width="15"> When I make it itwill be more clear

    OK, we'll see how it turns out /emoticons/[email protected] 2x" title=":D" width="15"> !

  • de_caspian [WIP]

    • Freaky_Banana
    • March 25, 2016 at 9:22 PM
    Quote from Klassic

    1 hour ago, Klassic said:

    But wait, if 1 and 5 are removed, how do Ts get into mid /emoticons/[email protected] 2x" title=":D" width="15"> ?

  • de_oakwood

    • Freaky_Banana
    • March 25, 2016 at 4:03 PM

    I have started clipping important areas to prevent the most game breaking boosts. This is not to say that there aren't still plenty of them left, but I will focus my work more on layout and design than on cliping atm.

    @jackophant

    Fixed! Light is orientated along the values of an official csgo skybox and I moved the trees around a bit, to make dark areas feel less depressing and let in more light (e.g. B to mid connector and Long A).

    Quote from Quotingmc

    5 hours ago, Quotingmc said: How the leaves go up the rock banks looks really weird, try using the pick faces tool in the info_overlay to remove this

    Did that, worked out perfectly. I had used decals before, but now that the leaves are overlays there should'nt be any leaves creeping up the stones anymore /emoticons/[email protected] 2x" title=";)" width="15"> !

    I updated the workshop, so feel free to hop in game and check it out. C & C is welcome.

    Cheers!

  • de_oakwood

    • Freaky_Banana
    • March 25, 2016 at 10:20 AM
    Quote from Shibou

    1 hour ago, Shibou said: looks awsome.

    Is boosting supposed to be part of gameplay on your map?

    No it's not. I did not want to clip anything, until the pathways of the map were clear.

    --> aka "I am too lazy to do it yet" /emoticons/[email protected] 2x" title=":D" width="15"> .

  • de_oakwood

    • Freaky_Banana
    • March 25, 2016 at 1:05 AM

    Hey guys, another update hits! With the update I tried to implement some verticality, more foliage and a bit more detail and map connecting theme. Did I manage? Before the playtest tomorrow, I just wanted to show you guys where I am at right now. Any C & C is welcome /emoticons/[email protected] 2x" title=":)" width="15"> .

    Cheers!

  • de_contract

    • Freaky_Banana
    • March 24, 2016 at 7:31 PM
    Quote from Quotingmc

    3 hours ago, Quotingmc said: New Update:

    Finally got to work on re-pathing the T entrances to A and added the roof ready for detailing. The map is updated for the workshop but is full off misplaced nodraw, missing clipping and the such.

    I have added some large windows to the A site which work perfectly for setting up smokes as well as bending the side route to the site following feedback.


    Images:

    http://# Hide contents

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200806251839/66A68CB29C89451BF636D2FF38E012FD18F52F39/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200806251441/4A480901CD14605294CC109D5BF9EB9F88F6D57B/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200806251549/C332F6B3F4013EF63E5152762CE605871F65734B/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200806250995/3621DADCC4D67E217043B78306F1247E70E97BB9/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200806251186/C87AACB65EDE5DD824691CF34B98273A204F6244/]


    Full credit for rocks goes to @Yanzl

    Display More

    Wow, dude! I love those outsides of yours and the clean style inside!

  • [WIP] [CS:GO] de_Fabric map.

    • Freaky_Banana
    • March 22, 2016 at 10:30 PM
    Quote from RedHawk

    5 minutes ago, RedHawk said: Well, it is the first map I´ve ever made and I had big plans for it when I was making it but now that the layout is pretty much done, I feel like it´s kinda flawed and small. I want to make a bigger map with a setting in mind since the moment I start working on it. Now that I know how to make a map, hopefully I´ll be able to use the skills acquired to make a (hopefully) better map.

    That's a good answer /emoticons/[email protected] 2x" title=":)" width="15"> . I will let you pass /emoticons/[email protected] 2x" title=":P" width="15"> .

  • [WIP] [CS:GO] de_Fabric map.

    • Freaky_Banana
    • March 22, 2016 at 7:36 PM
    Quote from RedHawk

    1 hour ago, RedHawk said: I think I´m going to stop working on this map and start working on a new one.

    Why ?

  • [CS:GO] de_Cuba

    • Freaky_Banana
    • March 22, 2016 at 12:28 PM
    Quote from Shibou

    13 hours ago, Shibou said: Made some more changes today and uploaded it to workshop.

    I hope some of you might test it for some feedback.

    http://steamcommunity.com/sharedfiles/fi…s/?id=650117709

    http://# Hide contents


    Thanks to everyone who has allready given me advice.

    Display More

    I think the garbagedump is flying /emoticons/[email protected] 2x" title=":D" width="15"> ! Otherwise I am liking it, especially the shot of the area with the arch and the car, and the screenshots of Bombsite B.

    Keep it up /emoticons/[email protected] 2x" title=":)" width="15"> !

  • de_oakwood

    • Freaky_Banana
    • March 21, 2016 at 10:47 PM

    Small update here:

    I started detailing a bit, just to show, where I want to go with this. Enjoy /emoticons/[email protected] 2x" title=":)" width="15"> :


    Quote

    Spoiler

    also here is a weird graphical issue: Does anyone know what it could be caused by?

    v10 implementing these changes is live on workshop now !

    http://steamcommunity.com/sharedfiles/fi…s/?id=646851811

    I happily await any criticism /emoticons/[email protected] 2x" title=":)" width="15"> !

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