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  3. zombi

Posts by zombi

  • Mustang (formerly Everest)

    • zombi
    • February 20, 2020 at 10:11 PM

    Hey guys. First thing I want to mention. It feels great to see wind on map. Most relaxing spawn I have ever seen in cs.


    [Blocked Image: https://i.imgur.com/WKB97qq.jpg]


    Layout is really complicated. I have played 4-5 matches and still don't know every route and angle to check. For example on Anubis I just needed 1 match to understand layout and probably 2-3 to better checking angles.

    Here is general feedback. Ask if something isn't clear.

    [Blocked Image: https://i.imgur.com/8Tjblxn.png]


    More detailed feedback.

    This spot is op. I would suggest to change truck with boxes to something with basic shape and some clear angles to pick from.

    [Blocked Image: https://i.imgur.com/yAKaQxL.jpg]


    You have some places with that clipping. Try to avoid that, it's not good for feeling map.

    [Blocked Image: https://i.imgur.com/4fEIcvU.jpg]

    [Blocked Image: https://i.imgur.com/0JBzN43.jpg]


    Some idea. Maybe move entry to this place? I didn't analize this too much, but with entry here, you could make some cover for TT in old shop area.

    [Blocked Image: https://i.imgur.com/Smt4TPu.png]

    [Blocked Image: https://i.imgur.com/kH5E1nV.jpg]


    For now A is too complicated. Like I said, after 4-5 matches I still don't know where I can expect CT's. Always I'm dying without seeing enemy. Maybe move bombsite closer to TT entry? Maybe at the top of rocks on the left? ?

    [Blocked Image: https://i.imgur.com/viofFpQ.jpg]


    Oh, and you can stuck on this wooden thing. Also seeing rocks here is something unrealistic(?) and I feels weird to me. Maybe if you will add some damgae to the roof and dirst under them it could work.

    [Blocked Image: https://i.imgur.com/r8f3ZeY.jpg]


    Map feels too big, but timings are fine ¯\_(ツ)_/¯

    Overall map is cool and graphics are amazing. You did great job boys!

  • Mutiny

    • zombi
    • February 20, 2020 at 9:18 PM
    Quote from Ringel

    2 hours ago, Ringel said: Feedback:

    The content cannot be displayed because you do not have authorisation to view this content.

    there is nothing wrong with few jumps in a row man

    [Blocked Image: https://i.imgur.com/QSAk5h5.jpg]

    [Blocked Image: https://i.imgur.com/81w0R6M.jpg]

    [Blocked Image: https://i.imgur.com/TtaCvFL.jpg]

  • Anubis

    • zombi
    • February 19, 2020 at 11:21 PM

    After 4-5 matches (everyone want play this map O_O) it's still hard to navigate on the map. I know layout etc, but all areas looks the same. I think walls missing some wooden beam, foliage or some decorations.



    Hard to pick angles because of that. While picking there are no some points that will tell player where he is looking right now. It's hard to describe, but I hope you understand.

    And here for some reason website doesn't allow me to upload photos, Valve pls fix... oh wait. I will use imgur instead sorry.

    https://imgur.com/a/cbJSx7C


    Pls fix clipping on map. https://imgur.com/a/UI3y3ie


    Nobody was using this path. You can't see much from end, and because of that it kind of useless. https://imgur.com/a/HfZ42L5


    Very, very, very bad collisions for grenades. I flashed my teammates few times before I realized what is happening. https://imgur.com/a/GhnY0C9


    Everything in picture. https://imgur.com/a/uzgEH5y


    Maybe add some cool colorful lights (looped rainbow would be cooooooool) behinds waterfalls to make visual difrences beetwen sites? https://imgur.com/a/y2TgJgV


    Seriously? How dare you? Loosing the oportunity to putting sneaky hide mapcore logo!1!!!1 https://imgur.com/a/HYeHPGc


    Layout seems balanced. Only mid as CT is a little boring. Would be cool to have fights with under mid area players, but it's impossible. Overall great job guys! :)

  • Chlorine

    • zombi
    • February 19, 2020 at 10:33 PM

    I don't know if this wall is needed at all. I know why you put it there, but I 'm not sure if it makes sense for gameplay. As TT this part of map was chaotic for me. Maybe I'm not enough experienced (only 2 matches on map), but these are my thoughts to analyze for you.

    I think holding B site as CT might be too easy. It was easy to pick and I could play long time passively on bombsite. Maybe I'm wrong but these my impressions.

    Mid looks really interesting I will try play more here. Maybe add semi-hard jump to window as TT? This window wasn't used often when I was playing.

    I really like this map, but I think people like more Anubis because it's brighter than your map. I compared these two maps because I think they will be finalists in the contest.

    Wish you all the best, boys and hopefully we will see this map officialy in cs :)

  • Swamp

    • zombi
    • February 17, 2020 at 11:57 PM

    Hey, I have played 2 matches already. Layout seems cool but maybe too hard without grenades? For me water is more annoying than fun and cool future. Maybe think about removing it or reducing areas with water? Also visibility is pretty bad on this map with all this green CT skins. Finally I think CT need some cover on outside A, something like tree or plank of wood. TT needs just 1-2 flashes to dominate this area (if they find a green opponent in a green area which is really hard and annoying). I like the map and wish you all the best.


  • [WIP] Arcadia - danger zone

    • zombi
    • February 7, 2020 at 9:12 PM
    Quote from Radu

    30 minutes ago, Radu said: Seems like you're off to a good start! Get feedback as soon as possible and test often I would say. My advice would be to make sure your locations are evenly spaced and distributed across the map. Also, try to have a mix of differently sized ones, with 2-3 that stand out as major locations. I saw you were doing instances of buildings? That's already a smart move. Good luck, man!

    Thank you! This is great advice.

    I think I have 1-2 major locations, town and top right corner of the map(?).

    I totally forgot about minimap, so I made one quickly.

    Story of the map: it's tourist town where strange anomalies began to occur, which is why the army appeared.

  • [WIP] Arcadia - danger zone

    • zombi
    • February 7, 2020 at 7:43 PM

    Hey, I'm working on a map for danger zone mode. It's still very early WIP. For now I'm almost done with general ideas for all locations. I wanted to share what I have created so far, although it doesn't look beautiful. I'm trying to work as fast as possible to finally play and test it with the players, but there is a lot of work and very little time. Maybe after the pictures someone has feedback that could help me.

    Have a nice evening :)

    More pictures https://imgur.com/a/PixTsSL

  • [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps

    • zombi
    • February 6, 2020 at 7:54 PM
    Quote from mtchromatic

    On 2/4/2020 at 9:53 PM, mtchromatic said: Can Valve just give your steam account the ability to update CS:GO already?

    He is really good, but for sure he would troll us.

  • Chlorine

    • zombi
    • February 4, 2020 at 6:40 PM
    Quote from Thewhaleman

    On 2/3/2020 at 6:13 PM, Thewhaleman said: Early concepts for Chlorine for those who are interested.

    It's really cool! Give me more

  • Bregov

    • zombi
    • February 1, 2020 at 9:53 AM

    Looks nice. Good job!

  • Chlorine

    • zombi
    • January 30, 2020 at 11:53 PM

    Hi again. I was able to run a little bit on the map. I have found two small graphic issues.


    Flickering door


    And bug with water (to the right of the crosshair)


    Really cool map, congrats!

    Spoiler

  • Chlorine

    • zombi
    • January 30, 2020 at 8:19 PM

    Looks like mix of Tomb Raider theme and new Metro atmospheric in positive way. Lighting and shadows are really cool. Good luck in contest.

  • Swamp

    • zombi
    • January 22, 2020 at 4:38 PM
    Quote from untor

    3 hours ago, untor said: Every night - compiling Every day - found some issues and bugs Soon we can play - every night and every day! New radar and some new screens from spawns and bombsite B!

    are you sure fog in competitive map is good idea?

  • Safi

    • zombi
    • January 20, 2020 at 11:00 PM
    Quote from Radu

    On 1/19/2020 at 8:47 PM, Radu said: Never doing a spiral stairways inside cylinder for a competitive game EVER AGAIN, but with that being said - the hardest part about the level is pretty much covered. All the fort geo is on grid, stairway is clipped and first art pass on it is more or less done. Gonna tackle the underground tunnel tomorrow.

    [Blocked Image: https://i.imgur.com/ruPRiuS.jpg]

    a spiral stairways inside cylinder in your next map would be great

  • [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps

    • zombi
    • January 19, 2020 at 1:36 AM

    Hi God

  • WIP in WIP, post your level screenshots!

    • zombi
    • January 16, 2020 at 9:25 PM

    Slowly adding stuff to my map. Very sloooow...

  • The random model thread!

    • zombi
    • January 11, 2020 at 12:33 AM

    I like to watch your work in progress screenshots

  • WIP in WIP, post your level screenshots!

    • zombi
    • January 4, 2020 at 7:37 PM

  • [WIP][DE] Antiquity

    • zombi
    • December 24, 2019 at 2:55 PM

    I like the atmosphere you have achieved on 1 and 2 screenshots. Third area looks weird to me.

  • WIP in WIP, post your level screenshots!

    • zombi
    • December 20, 2019 at 4:01 PM
    Quote from Shandy445

    49 minutes ago, Shandy445 said:

    What am I looking at?

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