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Posts by melc311

  • [CS:GO] Shore

    • melc311
    • April 6, 2023 at 8:36 PM
    Quote from Radix

    6 hours ago, Radix said: That's exactly the problem I was talking about. Also the wooden beams in my map. I think these props don't receive the correct amount of indirect/bounced lighting.

    Feels silly to mention this considering CS2 is right around the corner, have you tried playing around with using info_lighting on those beams? Anyway, great job on the visuals.

  • [CS:GO] Limestone

    • melc311
    • March 18, 2023 at 9:06 PM

    Hello everyone. I've started working on this map again. I've updated the Workshop map with some of the changes I've made after a recent 6v6 playtest. In this version hopefully the Ts will be able to counter CT rushes better and have more breathing room for setting up bombsite attacks. Also tweaked a bunch of the cover around the map, especially on A site to limit the number of angles.

    Still have to work a bit on the back of B site, it is a little bland at the moment.

    https://steamcommunity.com/sharedfiles/fi…/?id=1932804303


    Also thanks @cl0sur3 for inspiring me to start working again on my map!

  • [CS:GO] Limestone

    • melc311
    • April 8, 2022 at 12:24 PM

    Small art guide update and trying to put it in the map bit by bit to get a vision of how the map will look.

  • [CS:GO] Limestone

    • melc311
    • November 1, 2021 at 1:26 AM

    Hi folks. I've been slowly reworking the layout and remade bombsite A from the ground up to be more interesting game play wise. I'm planning to do another play test soon after I redo bombsite B. I updated the workshop map too. Give it a try and tell me what you think so far of the new A site.

  • Best looking usermade Source engine map?

    • melc311
    • April 19, 2020 at 7:54 PM
    Quote from IwazaruK7

    3 hours ago, IwazaruK7 said: Honestly i kinda surprised i cant get many answers

    To be fair, Source engine maps haven't really been known for their breath taking visuals. When I think of a Source map, what springs to mind are the countless rubbishy looking CSS maps from Gamebanana. Of course there are exceptions to this, CSGO and Insurgency have had a bunch of gorgeous looking maps, but personally I can't think of anything from the older games.

  • [CS:GO] Limestone

    • melc311
    • April 16, 2020 at 8:01 PM

    I reworked the B bombsite by adding an extra path. I wasn't satisfied with the original design because it was too linear for both teams. I also added a bunch of trees which made this bland area 100% better looking, it almost feels like cheating! I would love to get some feedback on the new layout.

  • [CS:GO] Limestone

    • melc311
    • April 15, 2020 at 5:43 AM

    While waiting to do the playtest, I've been working on the art style guide to get a better feel of the theme and to see how many default assets I could get away with. I will certainly have to do model the balconies and a bunch of other specific props.

  • [CS:GO] Limestone

    • melc311
    • April 13, 2020 at 1:04 AM

    Hello gamers

    I'm making a map which is going to be set in the narrow streets of Valetta, Malta. I originally wanted to take part in the exotic places competition, but I didn't have much time so I gave up. On the plus side, I did end up with a layout that now I can work on.

    The layout is smaller than the average map, with contact times and rotates of about 10 seconds, with the only exception being mid, where players from both teams can reach it in under 4 seconds. My intention is to make the middle of the map very important, allowing the Ts to rotate freely if they control mid. My biggest worry is that the map is too small for 10v10. Please give it a shot and tell me what you think, all feedback is greatly appreciated.

    (Screenshots on the workshop page) https://steamcommunity.com/sharedfiles/fi…htext=limestone

    Reference:

    radar:

    Spoiler

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