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OrnateBaboon last won the day on February 28 2019

OrnateBaboon had the most liked content!

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  1. Nice map! Easy to learn, with enough options to remain interesting. Great theme as well. I found some issues. This is really nice, but maybe you could have some boats here or something to make it look like the Ts arrived by them. This wall texture is really old. I think it is a HL2 floorboard texture. For those who recognise the asset - it was also used in CSS and DOD, it looks strange. Shadow issue. Tree on the right pops in and out of view.
  2. Gret map overall, and it will be interesting to see what players think of the slime feature. I found some issues. This mesh gets in the way of seeing players. It is in a lot of places, and whilst it looks great and adds to the theme, I think it will annoy a lot of players. It can be quite hard to clearly see players here, especially up against blood stained walls. This path here I think could be better defined. I only found it after 20 rounds or so, and that was by accidentally pushing up against the ladder.
  3. Map is nice! Found some issues. The "window" on the bridge is unintuitive in that when you approach from under here, you have no idea it is there. Easy for new players to get shot in the back. This set of stairs effects movement when trying to rush middle. Maybe they can be moved back a bit so that players are entering on flat ground. There is a door to the left - but you can't really see it until you are right up next to it. This bench makes holding and peeking from here difficult. Edit - another thing I found is that with the sites, there are no sa
  4. I have resumed working on this. No new art has went in yet, just been fixing and improving things. for now I have only got the essential stuff in since the eventual 3d sky will be doing a lot of the work, so it might get a bit messy in here. The 3d sky will be closer to the main map - more like rocks and trees as seen in Life Is Strange. I used untors de_waterfall 3d sky that he released a while back, and scaled it up. Is not precisely what we want, but is a good example of the kind of thing we will be going for. Could not fit all the stuff in one post - exceeded the lim
  5. Map is nice, though I found that there are a lot of dark spots like this. There is an enemy over the crosshairs. I also assume this is a valve problem and not a map problem - player models not holding weapons.
  6. Thanks for all the feedback and bugs everyone. Will come in most useful! Not quite design related, but more a "pimp your workshop experience".
  7. If I were to give feedback, I would suggest working on the "Luxury" map, with a view to completing it. Definitely the most interesting to me, and also the most complete.
  8. Map has been released. https://steamcommunity.com/sharedfiles/filedetails/?id=1668367393&searchtext= There will be bugs etc, but we wanted to get it out for feedback. Expect a lot of polish, and thank for all the feedback so far. If you have any issues, especially gameplay related, let us know!
  9. Few more pics - included hammer shot to show stuff behind trailers since it was a cordon compile. RaVaGe - mountains will receive more work - right now, focusing on the main map, then the 3d sky. Thanks for feedback all!
  10. More WIP images. A beach area and another vehicle. The beach is the CT spawn, and the new vehicle area is the T spawn. Much of the detail from these parts will be coming from the 3dsky, which is still under construction.
  11. Blackdog - yeah, using cs_concert assets for the instruments. Some more vehicles, and a bit of a top down of the area. I included some WIP pics of the 3d sky, and the door that RZL mentioned. Skybex is currently optimising the trees, and working on more vehicles.
  12. I think all major contests needs to satisfy two not always compatible demands. First they need to be fair, and second they need to be organized so as to produce high quality entries. Any attempt to advance fairness will impact quality, and vice versa. If the contest aimed to produce the best content, then the rules would allow for everyone to get involved - including Mapcore staff, and that every map be eligible for submission. Even those submitted to previous contests, as well as remakes. The only exception to this would be maps that made the top 4 in earlier contests, and maps already
  13. Updated pics of areas previously pimped, and some more interior work. Trying to make each interior unique without using too many different assets. Skybex has the unenviable task of making lots of interior meshes to try and tell a story. No 3d sky, trees or cubemaps yet, but that should be happening soon.
  14. Some parts have gone backwards - I have hidden all the "old" assets until they can get replaced with HR ones. The blends are also under construction. The double doors RZL mentioned have not been updated yet, since there have been bigger things to deal with. The interiors now have the base direction - trims will also be added, and a lot of unique things to better identify each interior. Regarding the story, for now, we will be going for the same kind of thing as inferno, with the hiding of missiles in the sites. Hazard stripes will be added to the crates, and some tarp on top of all
  15. fewseb - nothing is final, just not got any other ideas at to what can be added to the sites. A better story would be good - just can't think of any! RZL - Thanks for the detailed feedback, much appreciated. I will deal with those issues when I next do a pass on that area. Hopefully can get some replacement textures for the storm drain areas. Regarding sending a map - working on trying to get it playable - at the moment, the map currently has every source mappers favourite issue - max_tex_infos, and max_brushes limit. Should be fixed pretty soon though - will let you know! Got a repl
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