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  2. EngysEpangelmatikes

Posts by EngysEpangelmatikes

  • Enigma

    • EngysEpangelmatikes
    • July 31, 2024 at 8:23 PM
    Quote from RazzleDazzle1

    44 minutes ago, RazzleDazzle1 said: Hey! Super excited about this project, well done. That elevator (moving rooms) do not work well in source 2 (collisions, grenades) My immediate reaction is maybe it should be an empty shaft, with surfing and maybe ladders for rotation up?

    well made and I look forward to seeing the updates on this map, very unique layout.

    I need to playtest it more to see how it goes. Figured different moving entities have different interactions with player, so there might be a way to make it work. Elevator is kind of the main gimmick of the map, I would prefer to double down on it rather than search for workarounds.

  • Enigma

    • EngysEpangelmatikes
    • July 31, 2024 at 6:16 PM

    Workshop Link Terrorists had infiltrated into secret government facility. Now military must defend the sensitive objectives hidden underground. The layout of the map is much less complex than it looks, having a three-lane structure but with multiple vertical levels. Terrorists can (and should) utilize elevator for their advance. Players can jump off and on it from adjacent catwalks. On top of that both plants have strong anchor points for CTs which emphasizes putting more action on the middle for both teams. Known issues being: wacky elevator collision on the move, some lighting and vis problems, some corners might be too dark, unintended wallbangs, jumping to B plant doesn't damage player but plays hurt sound

    Spoiler

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