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Posts by Crexenic

  • [WIP] Machine

    • Crexenic
    • October 29, 2019 at 12:43 PM

    I can get the scroll working but displacements don't like being moved or tied to anything. It can be done, but it looks janky. My other thought is having the sky camera move along a track instead of the scenery. Does anyone know if this sort of this works in hammer?

    Ideally i'd like to keep the moving scenery in the map, however, it is causing a lot more hassle :D

  • [WIP] Machine

    • Crexenic
    • October 28, 2019 at 12:18 PM

    After briefly abandoning this project, I have returned with fresh enthusiasm.

    I believe I have ironed out a lot of the balancing issues, perhaps it sits too T sided, more testing needed...

    I added some shootout characters in common spots where CT/T would be. Ended up spending more time fighting these wooden boards than I did the bots

  • [WIP] Machine

    • Crexenic
    • August 9, 2019 at 11:05 PM

    Map for the exotic competition. Going with a wholly unorthodox approach, but with the intent of fun classic 5v5 gameplay.

    Theme and structure revolves around the cold war era machines known as crawler transporters used (and still used) to carry rockets and very heavy cargo from the assembly building to the launch sites. They are slow metal beasts; a setting in which I believe can support interesting game play.

    Map available for play and download on steam here: https://steamcommunity.com/sharedfiles/fi…/?id=1818630603

    Here are a few reference photos from the big Google:



    Work completed includes a map in a playable state, but subject to heavy change. All criticism and playtesting is much appreciated.

    (And yes, the machine moves)

  • [WIP] de_magma

    • Crexenic
    • August 30, 2017 at 7:49 PM

    Updated version. Play-testing heavily needed, especially cover on bomb sites.

  • [WIP] de_magma

    • Crexenic
    • July 28, 2017 at 9:31 PM

    Steam Workshop link here: https://steamcommunity.com/sharedfiles/fi…s/?id=943438712

    Changes to the map:

    -Added a grenade hole on B site, reduced the size of the column on B site, removed box near squeaky on B site, various changes and fixes.

    Still need a great deal of playtesting. I realize i'm quite a late entrant to the competition, but how and ever will give a shot.

    Any feedback would be wonderful, feel free to message me here, on steam, or during a private dance. Thanks again.

  • [WIP] de_magma

    • Crexenic
    • July 15, 2017 at 6:44 PM

    Steam Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=943438712Hello everyone! De_magma has been undergoing a lot of changes in the past two months, with significant restructuring of the map, further developed bomb sites, and a bit more visual updates. As it stands I have been able to get a small amount of feedback, however in order to progress further it needs heavy play-testing. I am always looking to improve it so and do so often, so hopefully it can be fairly decent in time for the Mapcore 2017 competition. I have no interest in winning, however the deadline has given me more pressure to continue with development. I intended this map to not necessarily be competitively viable, but hopefully operation standard...eventually.About de_magma: This is a defuse scenario set in a volcanic range in Iceland, on a geothermal plant. The terrorists have scaled up the eastern face of the mountain to breach the facility, intending to destroy the control room (A site) or the production pipeline (B). The counter-terrorists have intervened, and have taken the gondola lift to the facility. The map is smaller in size, with combat times ranging from six-ten seconds depending on the path taken. It is intentionally small, as one of the greatest banes I find in Counter-Strike is long drawn out and unnecessary end games. Obviously it still needs further thought. I have not quite figured out cover on either sites, hence the lack of it. The rotates are also not entirely fixed. If you do happen to play-test this map, feel free to leave an opinion or to, as all constructive criticism is helpful...or at least most of it. Thanks again and have fun.

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