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Posts by BazzlingDalls

  • de_rundown

    • BazzlingDalls
    • July 1, 2016 at 1:43 AM
    Quote from Vaya

    11 hours ago, Vaya said: I would look at other stock maps light_environment. lighting is pretty bad here judge by the screenshots


    do this before you put any more textures down. Get the lighting so you can see stuff first :)

    Thanks for the feedback, and i will decrease the pitch from -50 to -70 so that there is much less shadows. Also if you could do more than just look at screenshots, as I'm more focused on game play than lighting or textures.

  • de_rundown

    • BazzlingDalls
    • June 30, 2016 at 11:26 AM

    A map i started a week ago which is in early stages of development. The layout has been finished and I've just started to texture and detail surfaces. The theme is a rundown theme park abandoned 15 years ago. Why are the terrorists attacking it? Who cares. De_rundown features a classic cloverstyle map design featuring mid offering a re connection onto A pathway and a new entrance into A, and a new entrance into B. Both A and B sports 4 pieces of cover for whoever is defending the site and 3 entrances for whoever is attacking. Ts take 11-12 seconds to reach both sites and Cts take around 8 - 9. The rotation time for CTs is 13 - 16 seconds depending on the route you take. If this could be play tested and critiqued that would be great.


    workshop upload: http://steamcommunity.com/sharedfiles/fi…s/?id=719225894

    de_rundown.bsp

  • [WIP] de_pharaoh

    • BazzlingDalls
    • June 30, 2016 at 10:05 AM

    I played a bit on this a few months ago, some of these major problems you might have fixed, but im guessing not all. First problem i noticed was that mid was literally useless, throughout most competitive rotation maps mid always offers new entrances into a or b site and re connections onto paths accessible from t spawn, but this map doesn't add any new entrances into either of the sites, making it useless. Also each site is disadvantageous to anyone holding the site as there is 0 spots for cover, which is a huge problem. And visually i can say that its not terrible, but you can do a lot better.

  • (WIP) de_supplyline

    • BazzlingDalls
    • March 12, 2016 at 11:03 AM

    Looks really great considering you just started mapping a few weeks ago, my first project was dog shit

  • [CS:GO] de_Cuba

    • BazzlingDalls
    • March 6, 2016 at 1:38 AM

    Layout looks great and once you've greyboxed would love to see screenshots

  • [WIP] de_Regista (temporary name)

    • BazzlingDalls
    • March 5, 2016 at 11:49 AM
    Quote from Nohns

    Hi! Thanks for the feedback!

    Right now apartments are connected with the connecter to B site but i'm gonna changed that based on your feedback

    Now to your number 2 suggestion: I don't quite understand what mean. Can you maybe try to do an example on a map in the active duty pool? That would be pretty sweet!

    Really any current active duty map regarding mid. Dust 2 has a connector into tunnels and a new entrance onto a. Cache has a connection onto checkers and a new entrance onto a. overpass has a connection onto a b pathway and a new entrance onto a.

  • [WIP] de_Regista (temporary name)

    • BazzlingDalls
    • March 5, 2016 at 2:29 AM

    I'll be showing what i think is a problem in the layout by circling the areas and numbering them. First off with number 1 unless this is a drop off point meaning its a one way for ct, this is incredibly t sided giving them instant access into ct because cts must have 1 player on mid and 2 on each bombsite, they cant spare another to watch this area to make sure no t's go into ct. And regarding 2 i believe mid is also too t sided, if you compare this mid to competitive maps in the game or even other workshop maps most mids have a reconnection into initial t pathways into a bombsite, and a new entrance into a bombsite. This way its not too T sided and it still gives Ts some options.

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