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  2. I just remembered there being some plane wreckage props in L4D(2). I'm sure you're planning on making a custom one, but could be helpful as placeholders perhaps.
  3. spend 5 minutes in photoshop but the idea came from early versions of battlefield 1 maps These are the rough timings I took
  4. I don't have as much time as I want right now due to finals (for the 10th grade ). After seeing Roald's gray box I have decided to postpone the graybox, and fully commit to the new theme of train shunting yard/repair yard/tracks. This way there will be more thematic consistency, and I will have time to get more references to really set a mood and location. Don't worry, there will still be a circle site, but it will be better. It will be a turntable! Here is the old w.i.p radar for the record: I already have sick references and I want to make at least one texture less train model to set the mood and make things interesting. Here is the train: Here is the turntable (which I will shrink a little and modernize slightly): Here another refrence for A site entrance: When finals are done I will have much more time to work and I suspect my ideas will come out smoother on the same day rather than chopped up between 0-.5 hr work weeks.
  5. Today
  6. So I've finally made the middle of the map, after many nights filled with blood, sweat, and tears. And after some adequate testing of the layout and all that jazz, I worked on making the M o o d and A e s t h e t i c of the map, since it would most likely be the main reason this map would get attention. Probably gotta add more lights in some spots, since the visibility can be a bit dark in areas. So here are the fruits of my labor. It's not much, but its a start.
  7. Just completed the first 5v5 on it with a bunch of friends and gathered tons of feedback. Overall it was a success with fairly fast rounds and a good amount of options and variation. We had mixed rankes from silvers to a global but everyone picked up the layout quickly. Another player streamed their POV if anyone wants to see some raw and scrappy gameplay. Lots of changes incoming so stay tuned.
  8. I don't know about how well those spawns would work. It seems like the left bomb site would be really overplayed compared to the other one.
  9. Those are tasty dev textures. Where'd you find them?
  10. Yeah I feel like they are feature creeping tech when they really don’t need to. Some sick level design, level art, talented VO and a few new guns to spice up the arsenal would have been enough.
  11. I love the theme! But that rotate time looks scary...
  12. I want to like this but it doesn’t scratch the itch. I really respect the professionalism they bring to this but the sound effects, the graphics, the gameplay, everything kind of falls flat for me and seems like a rough HL2 mod. To make a good HL3 you have to start with the things we don’t currently have good access to, narrative and story beats. The physics is nice but I don’t feel that physics are a big constraint in current HL2 mods, it’s the narrative excitement and polish that is generally lacking in these mods. Are the characters here going to be interesting, are the stories going to be compelling? That’s what I crave from the Half Life universe.
  13. Everytime someone posts on this thread, my heart skips a beat.
  14. Can’t find a dedicated topic so spamming here
  15. fewseb

    [CSGO] de_ruby

    Ive removed Ruby from que today, despite how much I wanted to like it there are just so many things going against it. First and for most a problem all community maps seem to be facing are 5 man ques who only play obscure maps (modern day vertiglobals) Since im solo queing im placed in with 4 other solo/duo ques that probably dont know the map. As you imagine this results in lop sided matches where the other team knows all the tricks and my team doesnt even know the layout. This isnt something that can be fixed on a map making basis but is something Valve needs to address by encouraging players to play new maps and maps they dont usually play so community maps dont become cesspools a few weeks into being added to comp. However I have found issues with the layout, that also make the map enjoyable from a gameplay point. The first thing that stuck out to me as odd were the amount of high up ledges you can climb onto, they dont particular feel that fun to play on, and are a night mare to check if your trying to go through areas like mid alone. The tiled roof boost in particular is just annoying since cts can move back and forth and hide on it but still peak while ts cant do anything to counter it accept waste a molotov to temporarily force them off. Ontop of that you need to get through middle to even get to that path in the first place which really makes going there not worth it. The door going to A feels very tacked on, you didnt use a breakable door model, on top of that, the model is so old it suffers from texture bugs when shooting it, ive also experienced multiple players not knowing the door was there and think the opening above it was another drop down ledge. A better indication that the door is opening would be nice. The way the door is placed seems pretty off, if a ct is within the rotating distance the door opens up toward the Ts, which blocks their view into the corner. I feel like the ladders around the map arnt very good for gameplay, the one in t spawn is alright but I feel if it was combined with the boost boxes on the other side it might feel better, the ladder in middle going to the other platform isnt very fun to try and play around, you sometimes can t attach to it and sometimes you get stuck to it when your trying to walk by it, if you replaced it with a boost box it would play better. Like wise the boost boxes for the other platform from t path to a would be better if it was just 2 jumps on a few boxes, the current pile of crates doesnt work well with jumps it seems and I dont think a third jump up from those are necessary considering how easy it is for Ts to defend that entrance. I cant speak much to how bombsites played, since most of my matches the Ts never got to the bombsite. But from what I did experience, B is very hard to take and very hard to hold from the site, 2 molotovs will flush everyone out from cover into the open. That means people have to hold outside the site, but in any angle you take youll be forced to expose your back to another, which also becomes a problem when you have less then 3 people to cover every angle. A site was very hard to take as well, both a main and the mid to a entrances could be pinned by a single awper at the same time, while the door area was coin toss to see which sides shotgun player got killed first. Retaking as ct is a nightmare because Ts can just run around the boxes and door area to avoid be killed while also preventing cts from defusing. lastly the map feels very unpolished, everyone ive played with including myself have experienced lag spikes, random error messages pop up in the top left, and at times certain assets seem to blur incorrectly at a distance. Parts of the map feel very dark, which wouldnt normally be a problem but for some reason you chose to use the Anarchists for your T-models, I dont think they fit the maps theme to begin with and blend in fairly easily in all the dark corners on the map. The radar image also doesnt feel like it should be on a finished map, its very jagged and doesnt convey the paths very well. Its a real disappointment for me because I like everyone of your previous maps as they tend to be really clean, fun and polished but Ruby so far doesnt feel like its one of your best. Im hoping your working on something to address these issues since many of them seem to be common on reddit and the steam forums.
  16. I interviewed 3D-Mike for HLItalia around that time
  17. So I started working on the old mine. Everything is going smoothly, but I already learned so much from this project. I have made a few maps in the past and I will highly recommend trying completly different style of maps, than you have experience with. Because it is these projects that learn you the most. p.s. the layout is maybe 40% different than in the scatch in the 1st post.
  18. This map intended to be unique, and yes, I would like to test it as much as I can. And if you can check it out, I would be very happy! But yes, this map is kind of the position of train at the moment. A really fun "A site", and a not so polished "B". The reason is simple: I focused an A, and tested it more with my friend. From now on, I will focus on B. I have Ideas how to improve it, but well see, how much time that takes to finish the layout. (Btw, B is the one up, and A is the one down, I screwed up the radar, and accidently switched the sites) And the pictures on the workshop are outdated, so I need to update them too
  19. The layout and concept look interesting and promising. I would love to see the contrast of the old temples and new urbanized city. Good luck!
  20. Not only is this a remake, but a previous non-greybox version has been on the workshop for quite some time. Still, your mapping style looks interesting and I suggest you make another entry.
  21. The layout certainly seems unique, and appears almost reminiscent of Train. If I were in your position, though, I'd have it undergo a lot more play-testing to refine the layout. Also, I like the radar colors.
  22. @Mega WW/WW Pro were updated today to support importing props using modelscale or uniformscale. This includes CS:GO and Black Mesa prop_dynamic as well as prop_scalable. Other games/mods depend on their particular FGD. For any entity using modelscale or uniformscale, the prop will be scaled on import.
  23. Fuck I hope not, but I don’t think so. From what I’ve played with bots so far and according to valve developer community it’s just people inside it.
  24. then he should just do that @TECHNICKER
  25. Looking closer at the first class edition, the figure is ”soft bundled”, meaning you get the deluxe edition and a seprately packaged figure. Making things worse, you can already buy the Cloud part of the figure set separately (unlimited supply). This is a pretty underwhelming CE.
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