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Posts by Panda

  • [WiP] DE_KAR update: 06/21/2015 (Better Radar added, map modified and included a video description)

    • Panda
    • July 11, 2015 at 6:24 PM
    Quote from nanow

    added some more details..optimized some parts of it

    Could I get a picture of the layout please so I could edit it and make it better gameplay wise. Not too many changes.

  • De_Helto (Playtest server and Twich stream)

    • Panda
    • July 11, 2015 at 9:11 AM

    The layout has too many long angles for awpers. I would make some areas larger because it looks very narrow. Mid serves no purpose in the map at all as it is just a long corridor that gives no reward for the Terrorists if they take it. To fix this just make the map shorter and make corridors wider to make the map more interesting. Your map is not bad, I'm just suggesting things to improve. From looking at it ingame the left path from T spawn to the site is too long (24secs) however the other site is average (13-14secs). To get to mid from T spawn you need to walk for 8 secs whereas CT have to walk for 4 secs. Also rotate are too slow in my opinion at 25 secs from 1 site to the other through mid(dust2 is only 18-20). So I think you should work on your timings.

  • [WIP] de_Ski (UPDATE)

    • Panda
    • July 10, 2015 at 6:49 PM

    Thanks for the advice. Here is the layout, it is slightly sketchy but you get the general idea. The red circles are the choke points.

  • de_wharf

    • Panda
    • July 10, 2015 at 6:33 PM

    I'll check out the workshop map as soon as you put it on.

  • de_wharf

    • Panda
    • July 10, 2015 at 7:40 AM
    Quote from Upperdawg

    Just added some pics (not much to see yet though). Map will be updated and up on the workshop this weekend.

    On the whole the map layout looks pretty good. But, it looks like T get to mid too late compared to CT. Also I think that a CT in mid could look right into B site.

  • [WIP] de_change (Big Update 08/18/2015)

    • Panda
    • July 9, 2015 at 7:12 PM

    Ingame it does not feel too bad however I would remove the furthest path to A as it has no purpose. And any others like that because I just makes the map complicated and people can get lost like I did. The texturing is quite bland......try making it like A site which wasn't that bad.

  • [WIP] de_Ski (UPDATE)

    • Panda
    • July 9, 2015 at 7:02 PM

    ****UPDATE****

    I have changed a bit of the layout in T mid and the back of B site from some feedback. It is also much more open, tell me if you think it would play better. I have also textured some more of the map (only areas I think don't need changing). If anyone has anymore feedback about the map I would love to know.

    A ski resort in the Swiss mountains has been targeted by a group of extreme environmental activists. They want revenge on the ski resort for polluting the natural sorroundings of the mountains. Already successfully blowing up the ski lifts, which caused an avalanche to envelope the western side of the resort, they set out to cause more damage by going for the hotel and a shopping square. A small police force has been sent to prevent any more attacks.

    This is my first map. The map is currently in it's early stages of development and a lot is due to be changed once I can get it playtested. I would greatly appreciate any feedback. However, im not too fussed about the texturing etc. just the layout at the moment. Also I will have a good looking radar soon.


    Workshop link:

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


    Screenshots:

    A site

    B site

    Back of B site

    Path to A site

    T spawn

    CT spawn

    CT mid (the theme will be changed to fit the map)

    T mid

    Layout

    Layout (timings) - Green circles are choke points

  • de_Xuhsh's Crossing

    • Panda
    • July 9, 2015 at 7:16 AM

    So the two bombsites are on top of each other?

  • [WIP] de_change (Big Update 08/18/2015)

    • Panda
    • July 8, 2015 at 11:32 PM
    Quote from y-man

    I added some color features to the radar to highlight paths, underpasses and interior space and put it in the first post. I hope it helps to orientate yourself.

    Yeah I know there is not much cover on some paths, I will look into that!

    What do you mean exactly by detailing? Things like decals, sutucco and props or more architectural?

    I'm guessing what jack means by detailing is brushwork on buildings and how you use textures in the map to portray the theme of the map.

    The main thing I would say that should be improved on your map are the paths. For example. The paths that CTs must take to both bombsites, from looking at the overview, doesnt look interesting. Instead of being straight lines I would make it wider and change some angles. I havent seen it ingame so I'm not sure if it looks different

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