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Posts by guerilla

  • De_Quarry [WIP]

    • guerilla
    • October 18, 2016 at 6:19 PM

    I took a look at your map again and found quite a few things, I used your Workshop-Version if this isn't the newest version or these things already have been reported I will delete this comment ^^

    Weird black boxes around the map :

    missing chainlink :

    I was able to get over this fence by climbing that tank :

    missing texture :

    and this stone was clipped with just a box which took away walking space :

    Keep the work up your screenshots look amazing ! :)

  • de_guerilla

    • guerilla
    • August 28, 2016 at 1:47 PM

    As my map didn't get play-tested becuase it wasn't textured the right way and several other issues, I started using dev-textures again and changed the layout alot with the help of RealaxFourX.Here are some new screenshots (still some texture problems)

    CT-Spawn view to mid

    Mid

    CT-Spawn

    Second-Mid or B-Connector

    A-Site

    B-Site

  • [W.I.P] de_malt

    • guerilla
    • May 16, 2016 at 10:39 AM
    Quote from RivFader

    On 15.5.2016 at 9:27 AM, RivFader said: How about a modern brewery? After all, malt is one of the main components of beer.

    That would actually be a unique and awesome setting.

  • [W.I.P] de_malt

    • guerilla
    • May 8, 2016 at 8:25 AM

    Hi,

    The layout looks good so far but this B route on the right side looks a bit too long for T's there is no actual reason for them to go that way.It's a bit too dangerous and time consuming maybe set the second entrance on the right a bit back.Just my opinion and maybe wrong since I can just look on your screenshot. Good luck with your map ! :)

    Have a nice day

  • [CSGO]my first map: cs_seagull

    • guerilla
    • May 6, 2016 at 1:07 PM
    Quote from blackdog

    8 hours ago, blackdog said: Yes but the picture you posted didn't have steps carved in the pool itself so it was confusing what you meant.

    Ok sorry wasn't aware of that :D

    Quote from Phetelys

    5 hours ago, Phetelys said: I'm really sorry about this but they aren't supposed to look that way. I forgot to add the textures to the workshop file. Thank you very much for the feedback so i could fix that mistake. This is how they normally look:

    I will look into adding some windows to make the place less depending on lights. But I don't want to change the gameplay by adding windows, so i willl have to look into that.

    So you could add windows and then just add this visual cover like in the picture Logic posted. Just make it in a way players cant look through.

    Quote from Logic

    4 hours ago, Logic said: I think that the bedroom doesn't look luxurious enough compared to the rest of the house (villa). Most houses with a modern style go for a much brighter look, with large windows, higher ceilings, etc. That floor also makes the whole room look dark and depressing unfortunately.

    I think a room like the one below would suit the map better. It's big, clean and luxurious without being over-the-top :)

    [Blocked Image: http://cdn.home-designing.com/wp-content/uploads/2014/06/Dusseldorf-Penthouse-Bedroom.jpg]

  • [CSGO]my first map: cs_seagull

    • guerilla
    • May 5, 2016 at 11:42 PM
    Quote from Phetelys

    6 hours ago, Phetelys said: Hey guys, i'm back and will be working on the map again. Thanks alot for all the feedback :D

    I'm currently working on the pool should be ready by tomorrow.

    I changed the texture of the pool and the texture of the water.

    There seems to be a bit of confusion about the ladder/stairs. I'll try my best to clear things up.


    There is a step ladder like blackdog said.

    I tried adding stairs but it just didn't look like i wanted it to look so i scrapped the idea.

    The ladder i was using in the old version of the map is also really similar to the one in this picture of yours :


    Since it isn't in a grass field i don't think it needs a different texture around it. I've seen many pools without it and i think it fits the more modern theme I'm going for.

    visible in this (older)screenshot:

    Display More

    The pools looks awesome ! :D The changes made it look so much better. It was a good decision to stick with the stair ladder.

    Again some detail feedback :

    I don't know if they are like placeholders but you used these lamps a bit often in a small area it looks a bit weird but still it's a matter of choice and perspective I just want to give my thoughts on it :D

  • [CSGO]my first map: cs_seagull

    • guerilla
    • May 5, 2016 at 5:38 PM
    Quote from blackdog

    On 3.5.2016 at 9:25 PM, blackdog said: There is a step ladder to get in the pool, is visible in the screens.

    I never talked about ladders and a stair ladder and real stairs aren't the same thing.

  • [CSGO]my first map: cs_seagull

    • guerilla
    • May 2, 2016 at 8:26 PM

    Like this. It has to be sourrounded by some other texture also it needs stairs inside so it doesnt look like a rain container or whatever you call it in english.

  • [CSGO]my first map: cs_seagull

    • guerilla
    • April 30, 2016 at 12:16 PM

    Hey,your map looks very awesome !

    The only thing that looks a bit weird is the pool.It looks like a storage for rainwater or something :D. Maybe you could add small stairs on the entrance side or texture the sourrounding soil/ground a bit different. Just my opinion and a little suggestion :)

    edit:

    Maybe add some chandelier or nice lights here it looks a bit empty


    Have a nice day

  • De_Quarry [WIP]

    • guerilla
    • April 16, 2016 at 9:15 AM

    Look quite nice for a very new map. But on CT-Spawn you can jump over the barrier and hide behind the CT-Cars. I think it's because you compile on low settings but there were a few texture bugs with the displacements :

    Anyways nice map and good luck !

  • [CS:GO] De_Ramis (Greybox)

    • guerilla
    • April 15, 2016 at 3:25 PM

    I like the layout alot.The only thing I could feedback about is the exit from the warehouse on the T->B Route remove the doors or shorten the railing so players can run through a bit easier. For an early state this map looks awesome and clean ! :)

  • [CS_GO] De_Dvask

    • guerilla
    • April 15, 2016 at 3:16 PM

    Hi,

    I took a quick look on your map.I am a beginner myself so I understand you ;)

    The timings for both sides have to be shorter from T-Spawn to B it took me abot 15-20 seconds. From CT to A around 12.That something you should work on , I didnt really look on your layout so I won't judge it. There are many brushes which aren't connected to the others like 1 or 2 units distance to the other brush it works but still doenst look very clean.I hope I helped you a bit.Good luck with your map ! :)

  • totally random texture thread

    • guerilla
    • April 14, 2016 at 8:38 PM

    Ok thanks for your answer

  • totally random texture thread

    • guerilla
    • April 13, 2016 at 4:01 PM

    Hi,

    I want to get into making custom textures really badly :D.I always wonder how are they made ? I just want to know some ways of making them. How do you guys make them yourself ? Do you paint them in GIMP or Photoshop or do you go out and take pictures of things in real life which fit your wanted texture ? I would be very happy if someone could help me with that :)

  • de_guerilla

    • guerilla
    • April 7, 2016 at 5:23 PM

    As Realax said (thank you btw) the rotation route isn't visible in the radar because I fucked up.

    Quote from Plat

    17 hours ago, Plat said: I'm struggling with finding a theme for this map. In some areas it greatly resembles aztec, but in others it follows a more industrial style. I assume the artstyle isn't finalized or anything. Just basing this off what I am seeing in your screenshots.

    The theme is supposed to be a military base.The destroyed temple you see on the screenshots and the A-Site are the only things that will be in this style. The rest of the map will have a complete military base look ( atleast I hope so )

    I will work on the overview today.

  • de_guerilla

    • guerilla
    • April 6, 2016 at 9:34 PM

    Hi,

    As all the other people before I am working on this map for some months now. The theme is a military base built near old maya temples.The base was built by rebels deep in the south american jungle it was used for producing and shipping cocain to finance their military.Decades after the government took over the base a new formed rebel group tries to destroy the weapons and waste the government stored in the forgotten base.

    The first layout (OUTDATED) :

    Ct-Spawn :

    T-Spawn :

    Bombsite A :

    Bombsite B :

    Connector :

    I kept the layout simple and easy. I hope it is a bit too easy and simple :D . Connector is going to resemble a small water canal I won't add water due to competetive reasons.It's my first map and it's in a really early stage.


    Bombsite A is supposed to be a QC intensive Site for SMGs. But it can still be approached by Snipers or Rifle-players through Connector.Bombsite B is a bit more open you will mostly have mid-range to close range firefights.

    I know my map will have many problems and that maybe will be totally different after playtesting but thats it for now :)

    If you want to take a look on my map here is my workshop link : http://steamcommunity.com/sharedfiles/fi…ext=de_guerilla

    Have a nice day :)

  • Mapcore Introductions Thread

    • guerilla
    • April 6, 2016 at 8:59 PM

    Hi,I m here to post a thread about my map to improve it and get it into the playtest :D

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