Posts by jUST_RUSH
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I've never had this problem, to my knowledge. I have, however, had entire func_detail staircases and the like disappear unless in a certain position.
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Quote from Pink Flamingo
3 hours ago, Pink Flamingo said: looks really cool. keep up the good work bro.
Thank you !
Might give a better sense of the routes
There's a decent amount of height variation that, despite my mediocre efforts, aren't represented here, so keep that in mind. This is the jist of it, though.
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So it's been about 4 months since I posted anything, and the map has seen about 60 iterations big enough for me to call it something new, so here's a layout. It's not finished enough even to put it on the workshop yet, but soon enough. I only now am solidifying the layout, but everything is super tentative. Mostly big ideas boxed out everywhere. Most non-stock props and textures are also stolen til I get the motivation to make some of my own (not too much Japanese content floating around).
So here it is, my horrible screenshot and photoshop skills in action; it's pretty accurate as of now:
And again, everything is an idea so far, so if you see any glaring issues, I'm sure I'm working on a fix already.
Thanks for your time! Here are a couple screens of the main areas too while I'm at it:
B Site (CT-side Mid entrance on the far left, T side entrance (ramp), T entrance (balcony) and screen is taken from above a CT entrance)
T Spawn facing B route (left) and mid/T main (right)
A Site from a CT route facing T entrances (boards/window is breakable)
Mid from T side (prop_dynamic breaks into B ramp, far is CT entrance, and there's an underpass underneath the metal)
UPDATE:
A better look at A from a non-playable area:
And the main T route to A, kind of a staging area. That random metal thing is an idea for Ts to trick jump and get a risky view of the far site at posted up CTs (can't see the meat of the bombsite from it though)
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Love the lighting in the third screen. Lookin good!
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This looks really fun!
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Quote from FMPONE
On 7/11/2016 at 10:55 AM, FMPONE said: [Blocked Image: http://i.imgur.com/aOVpHk2.jpg]
It's amazing how much of the story these graffiti can tell, especially this one. Detail is underrated.
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Finally packed it correctly, so if there was anyone having problems with glitches and such because of my idiocy in forgetting to pack the BSP, here it is. Thanks to those who subbed! And lmk if there are still issues.
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Quote from Logic
16 minutes ago, Logic said: Not sure about the name yet, but it's loosely based of off my old wip de_complex. Another map with the same name was released not too long ago, so I might not be able to reuse it. Not sure if it's ethical to launch another detailed map under the same name.
The theme is based on The Temple of Isis (the god, not the terrorist group, duh), located on an beautiful island in the Nile (near Philae, Egypt).
Thank you for the kind words

Awesome setting! Best of luck. Looking forward to more screens! I'm stuck on my entire B and mid side so hopefully mappers block isn't contagious

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Quote from Logic
On 6/8/2016 at 3:25 AM, Logic said: Didn't realize this was in Work release until now :o
A bit too under-detailed to be a Arms-race map, but good enough as an aim-map I guess

Some progress! Trying to find a balance between detail and function in such a small map. feels cluttered already. Thanks again for the feedback!
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Lol yeah, it was supposed to be an aim map, but I had fun on arms race so i enabled it on workshop lol. Still working on detailing it so it's not so unimpressive.
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Simple symmetrical arms race map set in a samurai village with a pagoda in the middle. Obvious reflection issues (if my cubemaps build correctly) on some textures, but whatever lol, good enough. Just a break from my de_shiro map, staying in theme.
Link: http://steamcommunity.com/sharedfiles/fi…s/?id=699076933
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