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Showing content with the highest reputation on 04/07/2021 in all areas

  1. Lily is a bomb defusal map set in Portugal. Layout: The layout was developed some time ago until I decided to go ahead with this project, in the making of the map, I changed the layout a lot, the layout is based on two routes between bombsite for terrorists, one safe route and one not, for counter terrorists, it is the same, two routes between bombsites, one safe and the other isn't, tendo ambas, T and CT unsafe routes, connection to the middle. Screenshots: May not be accurate due to map updates. For more visit the workshop page. Workshop Page: https://steamcommunity.com
    2 points
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  3. Yesterday there was the second playtest for the map and I gathered the following feedback: Mid is not working: There seems a lot off with my mid area. People felt that it was boring to play, not balanced. T's did not have any purpose to attack it, other than rotation advantage later in the game. It was missing cover, height differences, etc. All in all, mid has to change. It needs to be more important for both teams to engage here. And above all it needs to be more fun to play in mid. Headshot angles: All around the map there are several positions where a player can sit behin
    1 point
  4. Oddworld Soulstorm is impressing me in many ways! I was a bit skeptical at first, none of the Oddworld sequels we got in the past even got close to the majestic feeling of the original on the PSX, but this one really gets it. It seems like the director of the original also directed this one, and it shows. Story is actually pretty engaging, you really empathize with the Mudokins, and Abe too the flawed hero. Gameplay is pretty smooth, but very reminiscent of the feeling of the old ones, they modernized what they should have, but no more than that. There's a new crafting system in th
    1 point
  5. Hello! I just published an update on my first real map for CSGO: cs_Lakehouse. It's a hostage rescue map set in a house by a peaceful lake, but with a tunnel going from the daylight basement of the home to the garage to allow for a secondary approach. This map is inspired by cs_Militia and my home. Still working on implementing more high res textures for the house + exteriors and changes to make the transitions of the skybox from the tree cards to skybox geometry/props better. I think this summer I will take a new batch of panoramic photos and re-do the tree card textures that r
    1 point
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