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  3. Shaddo

Posts by Shaddo

  • [WIP] de_Greece_Name_Smth_ill_see_later

    • Shaddo
    • August 11, 2019 at 5:35 PM

    Hey guys ! So it's been some times now.

    I've made some changes on the layout:

    • No ladder on B anymore
    • Reduced Mid stairs
    • New covers on A
    • Window on A now accessible from the bottom
    • A short only one way (still thinking about it)
    • A from CT spawn is now in both way (near ladder)
    • Custom textures / custom props inventory
    • New building design (WIP) near the tower in mid
    • Expand CT spawn
    • Prevent T spawn from spawnkill
    • Clips and stairs are done

    I'm going to release this second version soon :)


    Spoiler


  • [WIP] de_Greece_Name_Smth_ill_see_later

    • Shaddo
    • July 28, 2019 at 10:19 AM
    Quote from moon

    On 7/26/2019 at 4:52 AM, moon said: Im waiting

    Hey XD Sorry about that, you can go and check it now :D

    Map is published !

    https://steamcommunity.com/sharedfiles/fi…/?id=1817698914

    Spoiler

  • [WIP] de_Greece_Name_Smth_ill_see_later

    • Shaddo
    • July 20, 2019 at 4:02 PM

    Ok guys ! Huge work on A since last time ! The CT spawn is near the ladder and the T spawn is on the sea.

    What do you think ? I plan to add an acess from apps T sided. The view on the first picture is from above CT and this area won't be acessible but I wanted to make a light shaft to indicate a "subliminal" path to A.

    The path is really easy to follow and positions are really clean even when someone has never seen the map. I tried to make it really natural.

    Spoiler 3

    Map on steam will come soon, I'm just finishing clipping :D See you !

  • [WIP] de_Greece_Name_Smth_ill_see_later

    • Shaddo
    • July 12, 2019 at 6:12 PM

    Mid is done, focusing on A now :D


    Spoiler                       

  • [WIP] de_Greece_Name_Smth_ill_see_later

    • Shaddo
    • July 12, 2019 at 4:48 PM
    Quote from moon

    On 7/11/2019 at 9:56 AM, moon said: can i see the link?

    Hey ! No link for the moment, I prefer to get a clean test A site first (B is finish), it is coming soon ;)

  • [WIP] de_Greece_Name_Smth_ill_see_later

    • Shaddo
    • July 8, 2019 at 7:29 PM

    Some news ! I don't if you've seen the update of my last post but anyway, I've been working on the mid section. The radar has been updated for B aswell but I the underpass section not working for the moment, soon...

    Spoiler

    For the moement, B is really fun even with some bot. Now working on A :D

  • [WIP] de_Greece_Name_Smth_ill_see_later

    • Shaddo
    • July 5, 2019 at 8:15 PM

    So I've been working on the layout of B site and I am currently working on adding fake props (cubes you know...)

    For the moment, I only have these screenshots:

    Spoiler

    > As the B site will probably be T sided, I will add boxes advantaging CTs. For the moment I plan to leave the area empty to force map control (smokes will be usefull).

    >The underpass will have a "grid" acess so that smoke will probably pass through the floor (Nodraw area for the time being)

    >The ladder near the terrorist is temporary as I don't know for the moment if this are is over powered. I decided to set a huge case so that T need to be precise on their jump if they want to do it in one go.

    > The stairs area to underpass connect to a boost for CT. If that third path (for T) is too complicated and offers to many options, I will just exchange positions so that it will be possible to take stairs with a boost or going back to T entry on B site.

    W.I.P see ya :D


    --------------------------------- Update ---------------------------------

    Ok so site B as changed a little bit. the path is way simpler to follow and choke point are really distinct. I took some screenshots of the CT positions when they arrive on B from CT and from short.

    Spoiler

    This is the view from underpass:

    Spoiler

  • [WIP] de_Greece_Name_Smth_ill_see_later

    • Shaddo
    • July 2, 2019 at 9:41 PM

    Spoiler

    Awp line - I think it is enough - I'll have to be careful with that line.

  • [WIP] de_Greece_Name_Smth_ill_see_later

    • Shaddo
    • July 2, 2019 at 9:18 PM
    Quote from Karthoum

    50 minutes ago, Karthoum said: Depends how far it reaches (which would affect how easily smokeable it is) and if it's a really vital spot. Remember that it was a thing in 1.6 for DUST2 T spawn to have a small peek hole.

    Thanks ! As far as I am, this point is not that vital. I'll keep it for play test and see if I it is truly playable. I'll post screenshot ingame so that we can clearly see it size.

    Regarding the smokes, the point will probably be out of range for T as they are below CT for grenades. However, this point is reached by both teams approximately at the same time which is something I absolutely want to keep.

    Thanks for your advice !

  • [WIP] de_Greece_Name_Smth_ill_see_later

    • Shaddo
    • July 2, 2019 at 8:00 PM

    I really like details but is that line for awp a bit too small ?

    Spoiler

  • [WIP] de_Oasis

    • Shaddo
    • July 2, 2019 at 7:58 PM
    Quote from Boccolotto

    1 hour ago, Boccolotto said: Thank you! ?

    Bomb Site A is the most raw part I have created, most likely it will have a drastic change in its structure.

    I think about an almost destroyed underground tunnel, with a maintenance room as the connector for T, and a military checkpoint as CT entrance in the bomb site. The challenge is controlling the long sights created by the roads : i will use big sand dunes, debris of the tunnel and vehicles for create good angles.

    Damn, sounds good ! I want to see how you will handle this !

  • [WIP] de_Oasis

    • Shaddo
    • July 2, 2019 at 4:42 PM

    Hey looks nice !

    I like the parallelograms on site A ! What kind of road are you planning to do on these ?

  • [WIP] de_Greece_Name_Smth_ill_see_later

    • Shaddo
    • July 2, 2019 at 6:56 AM
    Quote from Karthoum

    8 hours ago, Karthoum said: Nice choice with a huge potential for a unique layout.

    Is this mostly based on Corfu by any chance?

    Hey thanks !

    Nope this is a small island near the Peloponese in Greece => search Monemvasia :D

    I want to create a unique mechanic for this map (*surprise*) as it will probably be a map smaller than usual.

    The map will have an important height difference as you'll see on the pictures, from T to CT spawn ^^

  • [WIP] de_Greece_Name_Smth_ill_see_later

    • Shaddo
    • July 1, 2019 at 7:46 PM

    Looks like a T spawn...

    Spoiler

    But what's on the right ?

  • [WIP] de_Greece_Name_Smth_ill_see_later

    • Shaddo
    • June 30, 2019 at 9:35 AM

    GEFYRA

    Gefyra is a strategic position of the Mediterranean Sea and the terrorists want to take over the place. Coming from the sea with a strong equipped ship, they did not expect being discovered by the ops force... What will happen in the city when they arrive ?

    Map Link : https://steamcommunity.com/sharedfiles/fi…/?id=1817698914

    (Edit for Steam workshop test release)

    -----------------------------------------------------------------------------------------------------------------------------------------------

    Yo !

    Starting the mapcore contest. As others did, I am showing you some reference images.

    Spoiler Refs

    I know what layout I'm gonna work on but not showing it for the moment :D

    What do y'all think about the scenario ?

    See ya !

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