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  3. DeadKnife

Posts by DeadKnife

  • de_bailey

    • DeadKnife
    • August 4, 2024 at 11:29 AM

    I have been working on fleshing out areas as well as creating and gathering assets for the art, and I have started working on level geometry in Blender.


    Map Overview

    Radar

    Geometry work on the chapel so far


    My next target for a realistic geometry pass is the castle, which is currently in progress and will better resemble the reference location.

  • de_bailey

    • DeadKnife
    • April 25, 2024 at 1:04 AM

    de_bailey is a 5v5 defusal map set in a castle bailey. The idea is to make a medieval themed map that isn't overwhelmingly a castle and connect it with the modern day setting of CS.


    Workshop page: https://steamcommunity.com/sharedfiles/fi…/?id=3218885076

    WIP Layout

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • DeadKnife
    • March 16, 2020 at 7:29 PM

    Congrats!

  • Safi

    • DeadKnife
    • January 19, 2020 at 7:51 PM

    Copy paste the spiral staircase from now on, even change whole layouts if it means keeping it in ?

  • de_hotel

    • DeadKnife
    • December 21, 2019 at 8:32 PM

    The shadows look pretty harsh.

  • Submerged

    • DeadKnife
    • November 19, 2019 at 4:44 AM

    Bit of an improvement with a brighter submarine, and a hatch.

    Spoiler

  • Submerged

    • DeadKnife
    • November 12, 2019 at 1:34 AM

    certified bruh moment ?

  • Submerged

    • DeadKnife
    • November 8, 2019 at 4:17 AM

    He does indeed ?

  • Exotic Places CS:GO Mapping Contest 2019

    • DeadKnife
    • October 31, 2019 at 11:49 PM

    You basically have to have custom models. It makes your map stand out and a cool looking set piece might draw players in to play your map.

  • Anubis

    • DeadKnife
    • October 31, 2019 at 2:45 AM

    sad noises intensify

    For real though, these maps are amazing

  • de_keg

    • DeadKnife
    • October 30, 2019 at 2:19 AM

    You post very often, so it's always at or near the top. And people always look out for new changes. That inflates the amount of views a lot. So now this thread has many views ?

  • Submerged

    • DeadKnife
    • October 29, 2019 at 12:28 AM

    Slight layout changes.

    Spoiler


    Some texturing and modelling.

    Spoiler


    Bulkhead I modeled (straight rip off of Subnautica btw)

    Spoiler

  • Submerged

    • DeadKnife
    • October 20, 2019 at 11:04 PM

    Layout changes

    Spoiler

    Added a CT window.

    Brought A Main closer to the rest of the map.

    Changed second B entrance from T side.

    Made more utility usage possibilities at A, although the site itself still needs changes.

  • Submerged

    • DeadKnife
    • October 9, 2019 at 4:03 AM

    More light detailing. Might seem mishmash but the idea is that the facility is part research, part military.

    Spoiler

    Radar

    Server Room (props made by Yanzl)

    Small storage area

    Missile storage/research thing

  • Submerged

    • DeadKnife
    • October 5, 2019 at 2:09 AM

    Mid and A connectors completely changed.

    CT -> B entrance changed into 2 not as awkward entrances.

    Doing some detailing (nothing worthy to show yet)

    Spoiler

  • Submerged

    • DeadKnife
    • September 26, 2019 at 4:19 AM

    First step at making this map feel like a place. Red tarp sticks out horribly, but it's the best placeholder for now. I present to you, small research room:

    Spoiler

  • Submerged

    • DeadKnife
    • September 22, 2019 at 5:00 AM

    The first ever competitive test of this map happened a few hours ago, and it pointed out many issues a casual test couldn't. Plus I'm getting more references so I can actually start detailing and adding the a e s t h e t i c s.

  • Submerged

    • DeadKnife
    • September 13, 2019 at 4:55 AM

    It's been a long time since my last post, mostly cause of playtest delays, but it finally happened on the 2nd. I've been working since on layout changes and small improvements. Still quite a bit to go before another playtest but I want to share since it's been so long.

    Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163

    Spoiler

    Changes:

    • Removed double sliding doors at A
    • Made one of the CT entrances to A wider
    • Mid-T-ish to A Main connector remade into a proper Mid to A Main
    • Removed Ladder at Mid to B Main
    • Lengthened Mid to A connector
    • Changed all lights into nice, non-obstructing floor lights
    • Pushed CTs back since they got everywhere quickly
    • Many other small changes that all contribute to the quality of the map

    Spoiler

    Radar:

    B

    A

    CT (still bland, really have to do something here soon)

    Mid

    T

  • Submerged

    • DeadKnife
    • August 23, 2019 at 4:43 AM

    Some more layout changes. Floor changed to graygrid for now, mid and A have been reworked, and radar now has less funky colors.

    Images: https://imgur.com/a/RZDvHRQ

    Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163

    Spoiler

    Radar:

  • Submerged

    • DeadKnife
    • August 16, 2019 at 4:52 AM

    Many layout changes based on feedback from the playtest. There's still a lot to do but I thought I'd show you all how it's all going. I am also beginning to make the theme more apparent and making the player feel as if they're playing on a level set underwater, not some boxy rooms with sand outside. But for now it is boxy rooms with boring sand outside ?

    Workshop link: https://steamcommunity.com/sharedfiles/fi…7163&revision=1

    Spoiler

    Tunnel looking out into the ocean (there's another one next to it, unfortunately they have to be blocked off by an ugly wall, because of the annoyance of being able to see your enemy but not shoot them.):

    Radar:

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