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  3. Klassic

Posts by Klassic

  • de_contract

    • Klassic
    • March 26, 2016 at 9:41 AM
    Quote from Lykrast

    2 hours ago, Lykrast said: and why the hell does CSGO have those huge black cubes as error models instead of that small glowing error sign in hl2 games ?

    That's Valve!

  • de_caspian [WIP]

    • Klassic
    • March 26, 2016 at 9:35 AM
    Quote from Panda

    9 hours ago, Panda said: Its more of a risk/reward rotate path. You can rotate quicker through the T end of mid but with a risk of being killed or take the safe long route around. It gives more options imo.

    EDIT: Both the routes through mid and T spawn are ~17 seconds between either site. How I see it, now, is that if Ts fail on B they can quickly contest mid to gain an extra entrance into A without spending more time walking around to get to mid.

    The workshop has been updated as well - http://steamcommunity.com/sharedfiles/fi…s/?id=649444790[/b]

    Yeah ok now I see. Midcontrol will be VERY important in the map then!

  • de_caspian [WIP]

    • Klassic
    • March 25, 2016 at 11:54 PM
    Quote from Panda

    2 minutes ago, Panda said: Most changes have been made, apart from the clipping, I will do that tomorrow.

    Hopefully these changes have fixed the majority of problems.


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

    Looks nice! but personally i don't see any use to the area marked below... 1 entrance seems to be enough. /emoticons/[email protected] 2x" title=":)" width="15">

    Spoiler

  • de_caspian [WIP]

    • Klassic
    • March 25, 2016 at 10:14 PM
    Quote from Panda

    Just now, Panda said: Wish me luck!! On my first map de_underground I managed to find someone to make me custom props so maybe I could ask again, unique props.

    Wow! really? who :0

    P.S. Good luck /emoticons/[email protected] 2x" title=":D" width="15">

  • de_caspian [WIP]

    • Klassic
    • March 25, 2016 at 10:11 PM
    Quote from Panda

    2 minutes ago, Panda said: I think I will have a look at de_climate, the screenshot looks really nice.

    Don't be fooled by the screenshots! Just kidding. pretty good map. The style itself hasn't been applied to the map yet though, still blockout.


    Quote from Panda

    2 minutes ago, Panda said: I was thinking of doing a water station facility thing near the caspian sea in Russia. That was my initial idea.

    Sounds nice! but i don't think there are a lot of stock props for water stuff... might need to find some custom props or even make them your own

  • de_caspian [WIP]

    • Klassic
    • March 25, 2016 at 10:03 PM
    Quote from Panda

    2 minutes ago, Panda said: So not generic, Do you think environments like the new nuke is unique? I will try to add in some interesting areas, another example is de_crown but thats a bit extreme.

    Hmmm... if you execute the style well it will look great. I do suggest having a 'twist'. So it'll look more attractive. Look at de_contract (and yes i know you know that map shut up) /emoticons/[email protected] 2x" title=":D" width="15"> or look at the prototype style of de_climate:

    Spoiler

    They seem to have a really nice execute of the modern style

  • de_caspian [WIP]

    • Klassic
    • March 25, 2016 at 9:46 PM
    Quote from Panda

    1 minute ago, Panda said: What would be a 'unique' feature in terms of the layout?


    Don't say something different /emoticons/[email protected] 2x" title=":)" width="15">

    something different

    Most maps created on the workshop are basically 'Dust III'. So things like: "Back of site" or "Dropdown"' are 'unique' ideas.
    Some examples of 'unique' layout design:

    Spoiler

    de_mutrah (The window at B site)
    SHAMELESS SELF PROMOTION

    de_vertgo (2 FULL layers)

    de_train (the sights are REALLY close to each other)

    cs_agency (multi layer layout)

    Are those good examples? /emoticons/[email protected] 2x" title=";)" width="15">

  • de_caspian [WIP]

    • Klassic
    • March 25, 2016 at 9:27 PM
    Quote from Freaky_Banana

    5 minutes ago, Freaky_Banana said: But wait, if 1 and 5 are removed, how do Ts get into mid /emoticons/[email protected] 2x" title=":D" width="15"> ?

    Not removed, more like changed?
    I kind of said that in a wrong way /emoticons/[email protected] 2x" title=":P" width="15">

  • de_caspian [WIP]

    • Klassic
    • March 25, 2016 at 8:14 PM
    Quote from Panda

    1 minute ago, Panda said: I was going for dusk but I think I will just make it day - lighter and less blue.

    Could be good

  • de_caspian [WIP]

    • Klassic
    • March 25, 2016 at 8:05 PM
    Quote from Panda

    Just now, Panda said: Thanks a lot for your feedback!

    I completely agree with the mid suggestion, I will remove number 1 in the vent path. The reason I made T spawn so big was because the timings for mid were very tight with CT, but I guess if I remove number 5 it will fix that. But I'm concerned about having to walk back on yourself to get to mid.

    I will try to attempt all the changes you have suggested, may take a while... especially the clipping on stairs /emoticons/[email protected] 2x" title=":P" width="15"> Hopefully I will have an update out by tomorrow for you guys to look at.

    Cool!

    looking forward to it /emoticons/[email protected] 2x" title=":D" width="15">

    Also what I just noticed while I was looking at the screenshots again is that the lighting is very dark. Is this because it is set in night or not?

  • de_caspian [WIP]

    • Klassic
    • March 25, 2016 at 7:35 PM

    Some problems I've found while playtesting your map with @madsenfk

    1. The stairs, no playerclips. Please
    2. As @Drakeee said. it does not seem to be worth the effort to take mid control.
    3. The vents are really akward... I suggest making it so that you don't have to crouch through them and make it so that you don't have to jump up the 3 boxes. (Just make it a ramp or something)
    4. When coming into A as a T (at the catwalk bit with the door) I feel very unsafe. Maybe add more cover there.
    5. When coming into A as a T there are a lot of spots to check:

    Spoiler

    Those are 6 spots

    6. Also coming up to the catwalk bit at A (as seen in the spoiler above) as a CT is really akward. Maybe make it some kind of ramp...
    7. Rotation times. (around 17 seconds)
    8. The layout itself. My suggestion for changes to the alyout:

    Spoiler

    1. Remove this so it is worth taking mid control.
    2. Shorten these parts so the rotation times would be at least a little shorter
    3. Make the spawns smaller (especially T spawn)
    4. Making the map overall even less blocky
    5. Personally I do not see the point in this part, no real 'important' place. I suggest you remove it

    9. This map doesn't have any 'unique' aspects. That's why most people wouldn't play it, keep that in mind.


    Overall this map has potential, layout needs A LOT of work.

    ~ Klassic

  • de_caspian [WIP]

    • Klassic
    • March 25, 2016 at 6:39 PM
    Quote from Panda

    1 hour ago, Panda said: I think I have an idea to give more incentive to take mid but can you tell me which areas are too big?

    The map in general

  • [CSGO] de_mutrah

    • Klassic
    • March 20, 2016 at 1:01 PM
    Quote from Joshua Lee

    4 hours ago, Joshua Lee said: Fantastic map, but i feel like the 2nd photo the dirt stuff should be water.

    There is water there, it's just very clean. Might change it so it looks more sewer-ish

  • [CSGO] de_mutrah

    • Klassic
    • March 19, 2016 at 7:01 PM
    Quote from Wrakk

    Just now, Wrakk said: [Blocked Image: http://www.radionowhere.org.uk/wordpress/wp-content/uploads/2015/12/Flooding-014.jpg]

    XD

  • [CSGO] de_mutrah

    • Klassic
    • March 19, 2016 at 5:38 PM

    Hello MapCore!

    So me and a friend of mine (MadsenFK) have been working on this map for a while now, you might have seen it before but we decided to post the topic again since the other post was a bit messy etc.
    Yes, we have been a bit lazy with this map. We probably worked on this for like 2 months now, which is bad looking at the state of it. There are not much clips yet so there are ways to escape the map (even without being boosted)

    P.S. THIS MAP IS MADE IN COLLABORATION WITH: MadsenFK

    P.P.S I COULDN'T REMOVE THE RADAR AT THE BOTTOM. YOU JUST HAVE TO DEAL WITH IT

    Images

    Spoiler

    T -> B

    Sewers

    Bombsite B

    Arches

    CT Spawn

    Hut

    A Long

    A Long

    Yard


    T Spawn

    Stairs

    Mid

    Connector

    E-Box

    Hallway

    Overview

    Spoiler


    ~ Klassic

  • [CS:GO]de_thrill

    • Klassic
    • March 13, 2016 at 3:12 PM

    You told me this day would come

  • de_contract

    • Klassic
    • March 12, 2016 at 10:36 PM
    Quote from Quotingmc

    More work! Still very temporary, more just getting a feel of what it could look like. Still fiddling with light on bushes so that is why the shadows are a little broken.

    I think the CT spawn rocks are too flat right now along the top and could do with some additional foliage. I also want to make some sort of cool looking building atop the hill next to the silo. The small room will be the guard box.

    As always, I love feedback on what could be fixed or changed!

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014346095187/0A7CDB45D710426D99FBA5BA1619CC79DEB956BE/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014346095016/EDBFB83EFEEB56BCA9E9E61CAE572EF2A627000F/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014346094583/A1280ED75B7F83B5BFFA6D5B37216F32239EAF91/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014346094697/FC320665487BC8F8DA45C3442ABA9BACE5FBF9B8/]

    Picture from above:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014346094878/025E01798A3E57C14E169293FD736DC9A71DCF10/]

    Display More

    looking good!

  • WIP in WIP, post your level screenshots!

    • Klassic
    • March 11, 2016 at 9:34 PM
    Quote from JoyousCoconut

    I just made a sketch and did a rough floor job in SDK for my first map, there are some pics of it in SDK and the sketch to see it more clearly. Problem is now I'm completely lost on how to do aesthetically pleasing walls and what not.

    Uhm i thinks Ts are at the bombsites WAY earlier then the CTs

  • de_contract

    • Klassic
    • March 11, 2016 at 3:44 PM
    Quote from Quotingmc

    I agree, they need a lot of work still. I will try make them more random and natural and also maybe add some foliage on top to break up the colour. Thanks for the comment!

    Any updates on the CT area?

  • de_contract

    • Klassic
    • March 10, 2016 at 4:49 PM
    Quote from Quotingmc

    Experimenting with some ideas:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014337063644/7F7607B8BFD8B6F288123DD455E9885495627419/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014337063819/462C2152E0C372F1BB61C7B46834146432856242/]

    (Credits to Yanzl for the rock props)

    Really like this style! Keep going!

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