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Posts by Logic

  • [CS:GO] de_ridge

    • Logic
    • February 10, 2016 at 1:06 PM

    I was about to post some feedback, but you just updated the map, so it's kinda irrelevant

    I guess I was the only one that liked the Vent-To-A? :( My thoughts we're that if CT's were given a couple more seconds to set up they could boost up there, creating a strong defensive position.

    I still think that one major flaw remains, the defensive line for T's towards B. I managed to handle it pretty well in the playtest, but any organised push from the CT side would destroy the T's.

    It's very hard to find a position that isn't exposed from another entrance and CT's has a couple of ridiculous lines of sight.

    I think you should rework this area to something that 1-2 T's can defend. Some cover in the middle of the area would be nice :)

  • [CSGO] de_eden

    • Logic
    • February 10, 2016 at 12:45 PM

    Starting off, I think this has a lot of potential. Mid is really interesting, similar to Mirage with the underground area emerging from under the window! :D I'm unsure about how it would play though, might be really hard for CT's to hold it down since T's can come from several different angles.

    I have a few more pointers.

    It is very confusing where to plant on B-site. I'd recommend moving it out of the corner into a position that is marked on the ground and is more open, allowing for more diverse plant-positions. This is just a suggestion to where you could move the site.

    I also think that the back of B-site feels very narrow. It might play ok, but widening it wouldn't be that big of a deal and would probably play a bit better.

    B-site also feels very tight and has very little clipping. Defending from here might be considered OP. I don't really like that vent as a counter-measure.

    There is also a lot of steep stairs that doesn't feel realistic, some of them causes a few head-peeks as well.

    Anyways, I'd love to play this map in a playtest! :)

  • CSGO - De_Climate WIP

    • Logic
    • February 10, 2016 at 12:09 PM

    I played like a scrub in the playtest session, so I wasn't having the time of my life at the time. That said, I think it's really balanced for being a first release! Good job!

    The only thing that I dislike is the door and top position on B. It's a detour for CT's when retaking the site and you can't get up there without going around through CT spawn, not even by boosting. I think the site would play just as well without it.

    Also, I noticed that there was barely any clipping on the outside areas of the map. If you want to test the map in a competitive 5v5 when you can boost on-top of people, make sure that everything is unaccessible beforehand.

    Good job so far! Logic out!

  • What's going on with your life?

    • Logic
    • February 3, 2016 at 8:20 PM

    Today I signed the papers for my first real job (as a programmer)! :D Starting date february 15th!

  • Totalbiscuit, the cinical Brit is dying

    • Logic
    • February 2, 2016 at 11:05 AM

    This is sad :(

  • WIP in WIP, post your level screenshots!

    • Logic
    • January 29, 2016 at 7:24 AM
    Quote from TiberiusBane

    I know it's really not much, but I just wanted feedback on the layout of the CS map I'm working on. I just feel like it needs a bit more.. something.

    My biggest fear with this layout is the long sight-lines, especially around the outer areas of the map. I'd try to make a majority of them shorter and only keep 1-2 really long sight-lines in the map :)

  • WIP in WIP, post your level screenshots!

    • Logic
    • January 25, 2016 at 11:34 AM

    B-site is taking shape, not completely done yet though :)

  • de_farm [WIP]

    • Logic
    • January 23, 2016 at 10:40 AM
    Quote from Dosentti

    Here it is. Better?

    You probably shouldn't remove the blue or white area. The map looks a lot cleaner this time around :)

    Quote from Dosentti

    I will create few different versions of this layout and submit all of them in here when they are done. After that people can say which is the best.

    I think you should focus on one version and let people give you feedback on that one. We can't really tell how things play out in game based on a couple of overviews, so it's better to present one version and have people play that instead. I know this isn't that helpful, but you should try to develop a layout that YOU think will work, and then let others try it out, not the other way around :v

  • de_aqueduct new level in need of feedback BAD!

    • Logic
    • January 20, 2016 at 6:03 PM
    Quote from maxlevelboi

    Next patch will have a changelog : -)

    You should write it in the post :)

  • [CS:GO] de_waterfall [wip]

    • Logic
    • January 20, 2016 at 5:25 PM

    Looks stunning! I hope it plays as well as it looks! :o

  • de_farm [WIP]

    • Logic
    • January 20, 2016 at 12:53 PM

    Don't trash the whole thing. Overpass was a mess before they changed the routes around and adjusted a lot of angles :v

  • Complex

    • Logic
    • January 20, 2016 at 12:50 PM

    I've been absent for a while now but it's time to resurrect this map/thread!

    There has been some major improvements to the map so far!

    A-site

    • Created another entrance from T-to-A
    • Made the area a bit wider
    • Closed off the barrack for better gameplay
    • Made site slightly smaller and more centered around the base of the crane

    T-to-A:

    • Now features an actual area and not just a series of hallways
    • Connected CW to an elevated window-spot
    • Connected the dead-end-route from T-spawn to T-to-A

    T-to-B (front):

    • Reworked the whole area
    • Brought back the door and side-route chokepoints from previous iterations
    • Long B is now a lot shorter and requires T's to push lobby before entering

    T-to-B (back):[/b]

    • Reworked the whole area
    • Added an elevator shaft with a vent that makes throwing smokes into the front lobby slightly easier
    • Added an upper section that also connects to Mid

    Connection:


    Next up is B-site where I will pretty much rework the entire site.

    Logic out! :cool:

  • WIP in WIP, post your level screenshots!

    • Logic
    • January 19, 2016 at 4:28 PM

    Just some fast detailing to give the area a theme. Now off to B-site!

    Back of A (T-to-A):

  • WIP in WIP, post your level screenshots!

    • Logic
    • January 18, 2016 at 3:23 PM

    Back to work on working on de_complex! Starting off by widening A-site and adding a larger, more interesting area to the back of A. Terrorists will now have more choices when attacking A.

    A-site:

    Back of A-site (T-to-A):

    The barracks are closed off for now :/

  • de_aqueduct new level in need of feedback BAD!

    • Logic
    • January 15, 2016 at 10:40 AM
    Quote from maxlevelboi

    Re-release day! New workshop post!

    ...

    I'd prefer it if you wrote down the changes. It's hard for us to spot individual changes on your map by looking at screenshots alone :P

  • Messing around with tilesheets

    • Logic
    • January 12, 2016 at 9:34 PM

    What engine is this and what do you use for the artwork?

    Looks great! :D

  • Star Wars

    • Logic
    • December 16, 2015 at 11:10 PM

    No spolers below!

    I just came home from watching it and got to say that I really enjoyed it!

    There is close to nothing that I can complain about. JJ played it safe in a lot of aspect but I think most people will find this movie enjoyable. It really sets up the trilogy nicely.

    One thing I will mention is that the effects were amazing! It really shows you how far they have come from the effects in the prequels. Sets and CG blends beautifully in this film.

    I won't go inte characters or story here since it would turn into a spoiler-fest. All I can say is to go see it! :D

  • Counter-Strike: Global Offensive

    • Logic
    • December 15, 2015 at 5:37 PM

    Does anyone know if you can revert to before the update and do some compensations on the AK/M4 in offline mode?

  • Counter-Strike: Global Offensive

    • Logic
    • December 11, 2015 at 1:59 PM
    Quote from laminutederire

    Is it me getting better at the game or do the rifles feel easier to burst fire?

    It's you. The latest patch made it harder to spray but didn't make it easier to tap fire in any way :v

  • [Portal 2] Back to the Portal (time travel map)

    • Logic
    • December 11, 2015 at 10:38 AM

    Went into it thinking the time travel was just a gimmick, but it actually connects to the puzzle which is awesome! :D I'd prefer the name "Back Through the Portal" though, since you can go back and forward in time through the portals ;)

    The main puzzle was good, the laser was a bit weird though and didn't really serve any purpose, I think you can make it more elegant in that regard.

    My only issue with the puzzle was that the room with the 2 buttons was a bit too far away from the main puzzle, you can just push them closer together. Oh, and the visuals could have been better at the very start as well.

    Good to see some Portal 2 maps here! Keep it up! :)

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