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Posts by Panda

  • Street Scene In Hammer

    • Panda
    • July 23, 2015 at 3:03 PM

    How many grey streets do you see? I don't think it is very realistic. xD The brushwork is very good!

  • [WIP]de_envy

    • Panda
    • July 21, 2015 at 11:10 AM
    Quote from PK

    will do panda, also here is my minimap also for right now it will be that untill i update it again http://gyazo.com/a5e70d55549d906f6dfdb7f3c6ac5bdc

    Here you go......

    http://imgur.com/vdPHXz6

  • [WIP]de_envy

    • Panda
    • July 21, 2015 at 1:20 AM

    Ok, keep working on your map and updating your thread so people can see what you have been working on. If you don't mind, could you send me a pic of the radar so I could make suggested changes.

  • [WIP]de_envy

    • Panda
    • July 20, 2015 at 12:58 PM

    Hi, I know this map is in early WIP so don't be too discouraged by all the improvements that i'm suggesting.

    • You have got lots of paths that are just there for the sake of being there like the second path that Ts can take into A. I would just remove all paths like that throughout the whole map.
    • The foilage in B site is not needed as it just blocks the view of the Ts and makes it very hard to take the site. CTs could just hide in the plants!
    • Too much clutter in A site, it just creates more areas to check when taking the site. The whole are is way too open and should angles should be broken up.
    • The timings are off as it takes Ts too long to reach a site, which is just 1 compulsory path they must follow. It will get fairly boring because they will only get into action after 12 secs of walking.
    • Mid gives no advantage to Ts if they take it. Make it so that there are to paths coming off of the CT end of mid. 1 will lead to A site and the other to B site, the paths should lead them almost directlly onto site.
    • I can tell that you have copied palace from mirage in your map. Use something that is different.
    • The radar is completely off the actual paths in the map.
  • [WIP] de_Ski (UPDATE)

    • Panda
    • July 19, 2015 at 11:02 PM
    Quote from Quotingmc

    Custom!

    lol ok!

  • [WIP] de_Ski (UPDATE)

    • Panda
    • July 19, 2015 at 10:40 PM
    Quote from Ridders

    Those barriers are looking better than before but I still think replacing them with suitable props would look much better.

    Could you suggest one because I can't any props that fit the style.

  • [WIP] de_aegis - Added Workshop

    • Panda
    • July 19, 2015 at 10:36 PM
    Quote from Ridders

    Update to some of the layout today, and some additions around the map, take a look and if you have comments, they are appreciated!


    Looking a lot better than better what it started as. As soon as you put the workshop link in I will give you more detailed feedback! :)

  • [WIP] de_Ski (UPDATE)

    • Panda
    • July 19, 2015 at 10:12 PM

    ****UPDATE****

    Once again I have changed the back of B site. I had feedback saying it was too open. This created really long awp angles as well as the pit being useless. I made a raised platform which cuts the long lines of sight significantly. I have also removed the pit.

    View from T mid - Raised section

    View from T path - Lowered section

    View from entrance into B site - Raised section

    I have made changes to the entrance into B site and made it so that there are angles in which T can pick a CT but are vulnerable from other places.

    View into B site

    Thank you Quoting for the idea! Please feel free to give anymore feedback on the map, it is much appreciated.

    Images

    • 2015-07-19_00002.webp
      • 96.28 kB
      • 1,920 × 1,080
    • 2015-07-19_00003.webp
      • 81.59 kB
      • 1,920 × 1,080
    • 2015-07-19_00004.webp
      • 74.13 kB
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  • [WIP] de_Ski (UPDATE)

    • Panda
    • July 18, 2015 at 2:06 PM
    Quote from Ridders

    The lighting seems really dark and dull, I don't know if you want to brighten your light_env slightly as it will help to liven up the colors.


    Some of your brushes need refining or replacing with props, the barrier on the top here and some of the roofing and the windows needs to be refined as you go along.

    [Blocked Image: http://puu.sh/j3BEM/e9316eccc6.jpg]


    If you're not already aware, THIS is really useful for skybox settings!

    Display More

    Thanks for the feedback. I used that list (I chose cs_baggage_skybox_ ) and used the exact numbers. I will make it brighter anyways to see what it looks like.

    What do you mean by "needs to be refined". I'm not really sure how to make props at the moment.....I'll look into it because it will cause some problems as there are so many brushes.

  • [WIP] de_aegis - Added Workshop

    • Panda
    • July 18, 2015 at 7:29 AM
    Quote from Ridders

    Thank you for your feedback!

    It's always nice to know someone appreciates my brushwork!

    I'm just kind of playing with ideas in my head at the moment, and with the way I work I end up having to detail things or they agitate me. I will try and tone down my OCD tomorrow!

    Be as OCD as you want xD but don't get carried away.

    If you want I could help with he layout design. It may take like a day though.

  • [WIP] de_aegis - Added Workshop

    • Panda
    • July 17, 2015 at 11:15 PM
    Quote from Ridders

    Tonight I have made additions to the mid area:

    Hidden Content

    Your brushwork is really nice but I wouldnt start putting that much detail in until you got thorough feedback on mid. Otherwise you may have to re-do it if mid does not work. Hope to see more updates soon.

  • [WIP] de_Ski (UPDATE)

    • Panda
    • July 17, 2015 at 11:12 PM

    ****UPDATE****

    I have changed the back of B site as I've had people say that it was redundant and is not useful. Now I have closed it off at both ends.

  • [WIP] Mexico_Bravo

    • Panda
    • July 17, 2015 at 6:52 PM

    Can you post the screenshots in the actual thread because it's quite annoying having open a new tab to look at a picture. Also, Layout please!!!!!

    • It looks very open from looking at what you gave me. I may be wrong but that is all I can see from the screens.
    • The texturing looks very plain and unappealing. Try using different textures to make it more interesting.
  • [WIP] DE_INHERITANCE

    • Panda
    • July 17, 2015 at 6:45 PM

    Put the radar on your thread.....I can't give you feedback if I don't even the layout to look at.

    But from what I can see, it looks like you can shoot through the whole map.

  • de_wharf

    • Panda
    • July 16, 2015 at 9:46 PM
    Quote from Upperdawg

    Ok, that whole site is being reworked since I feel it's too generic (and boring tbh) in it's current state. I'll make sure the timings are better this time around Thanks for the input!

    Cool let me know when you update the workshop.

  • [WIP] de_Ski (UPDATE)

    • Panda
    • July 16, 2015 at 5:35 PM

    ****UPDATE****

    I will be getting a server soon to playtest my map. I have Changed A site slightly, will start texturing it. There is no cover at the moment but I will place some later.

    View from Short into site

    View from CT entrance into site

    View from T entrance into site

  • de_capistrano

    • Panda
    • July 16, 2015 at 1:15 PM

    The texturing looks really good. However, the layout looks slightly odd because there is no definite mid and it would be quite hard for Ts to rotate. I will look at it in game and give some better feedback soon.

  • de_wharf

    • Panda
    • July 13, 2015 at 6:03 PM
    Quote from Upperdawg

    Thanks Panda! Yeah, it's a mid-heavy map and making it hard going through the connector onto B is my idea of balancing that out. It's not recommended to do a full rush-train through it since it's easy to smoke off and there's lots of angles to check when you enter.

    Yeah, the radar is actually from an early version which I stated in the OP. That'll be fixed as soon as possible. I agree on the timings still being off I'll look into that. What site do you mean is the worst?

    Thanks for the feedback

    The one to the right of CT spawn.

  • de_wharf

    • Panda
    • July 13, 2015 at 5:33 PM
    Quote from Upperdawg

    Just updated with a workshop-link and some screenshots. ANY feedback is greatly appriciated.

    Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=460986758

    WARNING: Don't check optimization on my map yet.. your eyes will bleed. :lol:

    Just looked ingame. It is looking pretty good already. The layout of B site is really nice (but I think that as soon as T taked mid, which is quite easy, and go onto B site it will fall very quickly because CT have too many places to cover) and I like the feel of the map.However there are some things to improve on:

    • There is a problem with the radar in the mid connector to A
    • A site feels quite claustrophobic with all of the cover (lots of angles to check when entering the site)
    • When I checked the timings for the sites they were slightly off because by the time CTs had got onto the site the Ts had just left the entrance into the site so I would move T spawn slightly back (the choke points are on the site) xD
  • [WIP] de_Ski (Feedback please!)

    • Panda
    • July 11, 2015 at 10:48 PM

    This is my first map. I would greatly appreciate any feedback. However, im not too fussed about the texturing etc. just the layout at the moment. There are some bugs with wall heights etc. so don't worry about that(the floor in CT spawn is messed up).....they will be fixed in the next update. Also I will have the radar soon.

    Workshop link:

    http://steamcommunity.com/sharedfiles/fi…archtext=de_ski

    There is a problem. When you walk away from the big building in CT spawn it disappears. I have an idea that it has something to do with too many blocks. Please help me!!

    A site

    B site

    Back of B site

    Path to A site

    The content cannot be displayed because it is no longer available.

    T spawn

    CT spawn

    A very rough version of the layout for you to see. Red circles are choke points.

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