Quote from Phetelys
I think your second version is more stylish. but yes, get rid of the trash can ![]()
Theses stones surrounding your plants would more likely fit an older house but they could also wor out very nice here. Good job!
Quote from Phetelys
I think your second version is more stylish. but yes, get rid of the trash can ![]()
Theses stones surrounding your plants would more likely fit an older house but they could also wor out very nice here. Good job!
This map is very pretty! The brighter (more mediterrenean) light seems to be more fitting. Maybe its not a scottish lord an lady that have been captured. Maybe its the prince of monaco?
Some parts of the interior appear a bit dark a bit more light would probably fit the modern style with the big glass fascade.
Another point i'd like to add is the outside area. It looks a bit rural. If the lot has wealthy owner they probably can afford a gardener. Most modern houses also have stylish outside areas too.
Over all a great map, keep it up!
looks quite interesting and ver progressed for a greybox map.
I'll defenitly give it a closer look.
Right now the map is undergoing heavy WIP. We are trying to implement some slight verticality here and there.
Especialy Bombsite A and A-Long are being completely redesigned, but for that reason there are no screenshot worth being posted yet.
Spoiler
First of all, an allready outdated map. But its good enough for orientation as the following screens will use these call outs.
Some lifted area with benches at Steps (Way to B)
View from T-Mid to reception, which has been slightly lifted too.
The Building that is seperating T-Mid from CT-Mid got some fake-Interior for further realism. (not realy necessary, but it shows how it could look like in the future.)
The tiny Building at Connector (Trafo) is now accessable. We thought to add this feature for potential counter rushes, Yet it is hardly to be abused as a single mollow can clear it.
I hope you like it.
thats very useful informatio. Thank you.
You dont have to add dirt to the walls to add some variation - not necessarily.
Some coloured details, like railings, fences, steam beams or just colour to the walls in adition tothe colour you allready added to the ground (which are realy awesome) will do it. In combination with some lighting you'll achieve a nice a nice clean map with high readability and enough variation!
Go on like that and please update the workshop regulary.
/emoticons/[email protected] 2x" title=";)" width="15">
The playtest yesterday evening was quite fun, which is one of the main goals of a map.
The only thing I was a bit worries is the long sightline you've got from B to wards the way where Ts are comming from.
As you removed one connection to Mid (which mape Mid more valuabe for playing the map) the Ts will most likely come this path to B where a singe AWP can cause problems for them.
It gets better with every single build!
your latest screenshots look great! Please go on with that amazing work.
looks awsome.
Is boosting supposed to be part of gameplay on your map?
These screenshots look nice. I am gonna have a look at the workshop ![]()
The theme looks quite interessting and original. I think some details here and there might boost your map to a new level. Try find some nice referene pictures and adapt the details you see on them to your buildings.
Anyways, very nice work!
Quote from Freaky_BananaOn 22.3.2016 at 1:28 PM, Freaky_Banana said: I think the garbagedump is flying
/emoticons/[email protected] 2x" title=":D" width="15"> ! Otherwise I am liking it, especially the shot of the area with the arch and the car, and the screenshots of Bombsite B.
Keep it up
/emoticons/[email protected] 2x" title=":)" width="15"> !
Thank you very much!
I've done some experimenting on the future architectural style of the map. Just some outcome:
Props are not allways doing what they should do - railings rotated by 90 degress for some reason...
Quote from Quotingmc11 hours ago, Quotingmc said:
For the little room in the mid to B connector, I could make it accessible, I am just wondering if it would become a camp spot to hide in and then burst onto B for the back stab on a planting T side as CT have control of the connector first. It could work with a some changes though. I would love to hear if you have any more specific ideas on how that could be developed as an idea.
I can't Share your concern for that room as a Potential hiding/camping Spot. As Lykrast said, make it lit and reduce the potetial space to hide in. On the other hand the more you reduce the value of the room the more likely you can erase the whole room.
Made some more changes today and uploaded it to workshop.
I hope some of you might test it for some feedback.
http://steamcommunity.com/sharedfiles/fi…s/?id=650117709
Spoiler
Thanks to everyone who has allready given me advice.