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  3. Mehvix

Posts by Mehvix

  • [WIP] de_pharaoh

    • Mehvix
    • June 29, 2016 at 2:35 AM

    Looks amazing! The one thing I think that could be improved is optimization.

  • awp_lego_x - WIP

    • Mehvix
    • June 5, 2016 at 2:56 AM

    Perhaps change the skybox from d2 ;)

  • [CS:GO] de_remont

    • Mehvix
    • May 8, 2016 at 2:51 AM
    Quote from Shibou

    On 5/6/2016 at 5:39 PM, Shibou said: Not unless its an explosive vase! :D

    Besides that i like what i see so far. Second mid apears a bit boring due to its simplicity.

    Exploding trees are a thing! :D

  • [CS:GO] DE_LITE

    • Mehvix
    • May 8, 2016 at 2:47 AM

    What ever you do, please don't make it like newke (lots of little things poking out from walls that dont have clipping on them ;) )


    Also, adding skylights on the ceiling with the combination of smoke stacks in the background would allow easier smokes and flashes, much like in de_season.

  • [WIP][CS:GO] de_barcelia

    • Mehvix
    • May 8, 2016 at 2:03 AM
    Quote from Radu

    On 4/29/2016 at 2:44 AM, Radu said: Add an overview image for people to see ahead.

    Added

    Quote from Logic

    On 4/29/2016 at 2:52 AM, Logic said: It looks good so far, but the map feels very claustrophobic, mainly because of all the low angle screenshot's you've provided.

    I'd prefer it if you presented screenshots taken from a few meters up, looking down at an area at a slight angle instead :)

    Quote from Shibou

    On 4/30/2016 at 4:46 AM, Shibou said: I have to agree with Logic. Judging from the Overview it looks a bit small. But that doesnt have to be a problem, it can generate a fast paced gameplay.

    So far the theme looks quite nice, i like the scene showed on your third screenshot the most.

    Quote from blackdog

    On 5/2/2016 at 8:10 AM, blackdog said: Shots look pretty much from player perspective… so if it feels claustrophobic I think it's necessary to open up a bit. I'm interested in bird's eye view more to understand possible player placement.

    Maybe it's just because of dev textures, but the red tiled floor seems too red, I can imagine the area, already small, feeling very crammed and with reduced player readability. But do your work first, I don't like commenting on these things when it's way early to worry about textures.

    I have opened up the pathway outside A main, and also stretched A connector it is now a bit shorter then the cross on de_dust 2.

    Also, I started to re-making the entrance to A.

    As for the texture on A, I have replaced it with a much lighter texture.

  • [WIP][CS:GO] de_barcelia

    • Mehvix
    • April 28, 2016 at 10:48 PM

    Hello!


    De_Barcelia is my first shot at a competitive map, I based the layout on a few maps such as Season, Mirage, and Inferno. As for theme, I set in downtown part of Santa Barbra, California.

    Any feedback/criticism is welcome!


    Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=624776829


  • De_Front [Need Feedback!]

    • Mehvix
    • December 27, 2015 at 3:45 AM

    I feel like moving ct spawn back to the road because otherwise the Ts only have to watch 2 angles/use a smoke making it difficult to retake. Also try adding skylights to B site, excited to see how this turns out! :D

  • Detailing

    • Mehvix
    • December 27, 2015 at 3:39 AM

    I have my greybox almost finished and am starting to detail. I have a idea of what I want to make it look like (santa barbara) Is their anything that I should keep in mine while detailing? (i.e. don't use to much foilage) Thanks! :D

  • Breakable walls?

    • Mehvix
    • December 26, 2015 at 9:49 PM

    I played Rainbow Six Seige and I loved the amount of detail that went into the walls. Is their any way to do this with source? I tried func_breakable but that didn't really work that well (having a brush disappear after shot a few times doesn't look to well)

  • [WIP] de_monaco

    • Mehvix
    • December 26, 2015 at 9:40 PM

    It looks very nice, but for the future try making a greybox map then detail so that if you do mess up somewere you dont have to remake everything, only a few brushes

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