Quote from will2k1 hour ago, will2k said: [Blocked Image: http://i.imgur.com/ZuctNtW.jpg]
walls and roof are excellent. maybe you could make the hallway even more perfect if you would start experimenting with the floor. i think it doesnt fit 100%.
Quote from will2k1 hour ago, will2k said: [Blocked Image: http://i.imgur.com/ZuctNtW.jpg]
walls and roof are excellent. maybe you could make the hallway even more perfect if you would start experimenting with the floor. i think it doesnt fit 100%.
i like this map a lot.
the outside lightning, the rocks, these wooden planks in the ground an the detailing inside the buildings are all beautiful.
In this spoiler are many problems i found (i guess you are already working on most of these):
Spoiler
gravel doesnt lead to the door:
[Blocked Image: http://i.imgur.com/S0ZV1AE.jpg]
this grass needs some noise, maybe a small yellow-brownish flower could help, too:
[Blocked Image: http://i.imgur.com/xV7Tz9C.jpg]
these lights are flickering for me, very disturbing:
[Blocked Image: http://i.imgur.com/jfvUFoe.jpg]
[Blocked Image: http://i.imgur.com/HtbRHjv.jpg]
this arch is very awkward, i would make it more angular, or make it a real arch + you forgot to lineup the textures:
[Blocked Image: http://i.imgur.com/BtM96Hp.jpg]
the romm on the other side of the arch is really dark, do you see the ct?
[Blocked Image: http://i.imgur.com/mk3tzym.jpg]
bad transition:
[Blocked Image: http://i.imgur.com/59gryst.jpg]
some things outside of the map could need more details (not important):
[Blocked Image: http://i.imgur.com/oePmrg4.jpg]
this hallway needs more details, courtains dont look real (maybe add a texture with a pattern to it):
[Blocked Image: http://i.imgur.com/QF5jUbG.jpg]
its always bad if you cant jump on things that definetly look like you could jump there:
[Blocked Image: http://i.imgur.com/i7Toe5X.jpg]
im glad that you gave us another update, unfortunately vide may have done sth wrong.
there are black boxes and wireframes everywhere, while i didnt turn the wireframe mode on. interesting... i restarted cs, but the problem remained.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/273966993692667711/A3717E9A9870DC6135B38A8E8FB5CBB3CDDB2D3D/]
Quote from untor2 hours ago, untor said: Why? It's simple! We will often show some elements of the map to show you the entire amount of work that we have done in recent years.
How many years are you working on this map?
impressive! nice models
Quote from MinorThreatThe server's disappeared from my favourites list and when I try adding the IP address again nothing comes up. Anyone know what the problem might be?
At the last playtest the ip was 94.250.201.180:27016
(same ip but port is 27016 instead of 27015)
I dont know why it was not changed in the first post
small tip: you can use "cl_leveloverview x" for better screenshots. you will need it for a radar, too.
layout is looking good, cant say more without a playtest yet.
you could change the floor texture to a different one
Quote from jackophantBecause we're different communities? They are them and we are us.
We're not going to publicise the mapcore TS so anyone can take a tourist visit to try and spot some operation mappers. If people are interested in mapping and want to take part in the voice comms it's easily found. It's not a large server and can't afford to be obviously public.
It already has enough problems with spammers.
well, i understand that you dont want to share everything with other communities,
especially because everything is on average at a higher artistic level at mapcore than in other forums.
but thats no reason to hide the mapcore ts-server from newer mapcore members in my opinion.
you can easily set up channels with passwords or ranks for staff/really good mappers/old users wich gives them permissions for special channels.
you could also deny any poke/direct contact/spam from new ts users to other groups as described above.
it would be easier if mapcore would not hide the teamspeak server in the playtesting forums.
instead the ts should have its own menu item next to the twitter icon and one ts-viewer on the side below articles.
edit: ofc it would be the best solution if mapcore would make one teamspeak server for all mapping guys together with /r/csmapmakers and /r/sourceengine
this mapping scene is not huge. i dont understand why its splitting in different forums/voiceservers.
created an empty txt file
the shadows in the first screenshot are really cool
the rotation from bombsite A to B takes between 20 and 21 seconds. that is very long.
cutting the red area would help a lot. its an easy way to lower the rotation times, and it wouldnt destroy your general layout.
i recommend changing sth before you start a playtest.
i liked your map, especially the mid area looks interesting. bombsite A might be a little bit huge.
[Blocked Image: http://i.imgur.com/cC6gc9C.png]
yes it looks good, pls stop making it look even better for now, a first playtest is overdue!
good job will2k
a more realistic option could be a photonic propulsion laser launchpad.
this technique allows us to push a 100kg unit to mars within some days. and its feasible with the technology we have today.
nasa video: https://www.youtube.com/watch?v=WCDuAiA6kX0
hes doing it already
Quote from JustFredrik[Blocked Image: http://i.imgur.com/iELcMzI.png]
Best feedback that I've seen in this forum so far!
Yes, this looks better.
[Blocked Image: http://i.imgur.com/uAjJBqY.png]
I dont know if you already wanted to block the view from the higher ground along the red lines? Id suggest it. Otherwise it could get really difficult to hold A.
Maybe the yellow passage should be a one way passage from "ct spawn" to the "control room". The loss of this blue sniper line could make it easier for Ts.
Depends on the way youd build it. One option could simply be a catwalk above the orange line in the control room. This catwalk could be connected to theCT spawn
but not avaiable from the connector. Below the catwalk could be the big display board of the control room. im sure you had your own ideas for this room already.
imho this is a good 2d layout. we can find more shortcomings in the greybox playtest.
Hi Nihil,
thats a neat setting. Great idea! I immediately started to imagine how this rocket launchpad area could look like.
My eyes like this presentation and your layout a lot, but my gamesense says it would be boring for the CTs.
Since A and B directly connect to the CT spawn, CTs could play around the area the whole game.
Terrorists have much longer rotation times. If you are a T and you go to the "Exhibition Hall" or the "Outside" area, you already commited yourself to go to B.
There is no easy way out. You cant reach the "control room", you could only go back to the lobby.
Im pretty sure that you need to give both CTs and Ts more options, but ofc jackophant is right: we need a playtest asap.