Jump to content

mr.P

Members
  • Posts

    197
  • Joined

  • Last visited

  • Days Won

    17

Everything posted by mr.P

  1. de_mist Swedish radar station, Hotbilden mot svenska intressen är hög när larm kommer att en signalspanings anläggning är under belägring! Svenska kartor till svenska spelare! Been wanting to do a bunker level for a while, this is it; On a rainy misty night the local Radar Station is under siege! Tweaked for 5v5 but has 24+ spawns Custom conten by myself, feel free to use it (as long you cred me) Thanks to MikeW, Will2k, facepunch, mapcore and buffering.me community! Known issues: a few warnings in console when loading the level - nothing to worry about Link to the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=236706599 Tspawn Entrance Front Garage Side Catwalk Catwalk Catwalk Connector Elevator Elevator Elevator Ladder Middle Short stair B-site B-site overview Backway A-site Snipers nest Outside Outside long Overpass Stairs
  2. announcement in pcgamer....like a fucking boss! been playing so much cache, cant wait to get my ass kicked on this!
  3. love those reference images! perhaps adjust ct spawn slightly, looks like they could rush mid and lock all roads to b, i.e snipe t in the back
  4. new outside new A site (inside) new skybox #1 new skybox #2 some propping left, n navmesh and all that shiet... probably change the skytexture and fix radar dome and antenna
  5. anyone know when/if they are going to release mod tool for this?
  6. Avalanche Studios - NYC - Senior developer, Wold design (know we have a few more people from Avalanche here, but they will have to confirm them self)
  7. made me cry, sounded like such an amazing feature to break up semi large landscape features, never mind this, 4-way blend is the way to go, yay!
  8. you are right about the fog, it looks absolutely shit! still working on the skymap, the idea is to have a nearby naval base in a fjord-like canyon that leads to the sea, will also increase the distance, but keep the bluish tint since it's suppose to be mist, the yellow-vertigo tower is a placeholder, at first I was hoping I could use it - of pure laziness; but it's to low res, so will make my own instead, same goes for the radar-dome (think somebody else mentioned it) - it's a placeholder and will be replaced
  9. ye know, thats pretty much what I've been thinking since I added 'em; we had red light on some exteriors in the army, harder to see in distance, even tho it's probably the most overused color in games - and one the hardest light to make look good, don't think I'm the person to tackle that might change it to violete or indigo but that might make it look like a pornshop, we'll see, will test some more at some point - and probably change it
  10. thanks all, veeblur, just been copy pasting light in some areas to check visibility, will spend some more time on those sexy shadows once the level is close to final, save the best for last been discussing (with myself) whether or not the outside should be lit more, since it's supposed to be a bunker-like complex I'd wanted the outside to be as subtle as possible, the options are; keep it current - harder for snipers, fake lights to ease visibility or/and add some flood lights - this would make the base feel more majestic...still haven't decided, we'll see by the end of the week however in its current state player silhouettes are an easy read
  11. got some time over this weekend, adding a few wip from my latest level, left to do: fixes, fixes, fixes CT spawn catwalk from ct spawn to vent catwalk T side T side yard, access to catwalk, garage, boost or side near T spawn Tside Asite vent garage not final compile...
  12. there is a pretty cool COD desert level with similar theme, think its called Octane, have a look at that for inspiration, been waiting for a de_ map for GO that fills the slot good ol' westwood did for Source! GL looks good
  13. This is just a guess, but if you'd define a custom player model in the .kv file and make sure everything is pakratted, it might work? Also, there is a grey SAS model, it's just not used in official content: thanks, there is hope... one more wip of my crossmix level of prodigy-facility and good ol' gasworks, doesn't show much but: got some props and lights going, added the possibility to walk on all the roofs and a sniper platform half the way up the antenna (made the map approximately 100000% more fun) changed and added a few routs after last playtest release within a few weeks,
  14. mr.P

    DE_BROOKTOWN

    sounds like the third one would have more indoors, like a boss, good idea! if you need any downtown manhattan textures/pictures for ref etc I'll hook you up! been thinking of borrowing the office camera and go nuts...just need a push to get my fucking thumbs out from ass
  15. if you are into spritual shiet etc, camael - destroyer of worlds
  16. mr.P

    DE_BROOKTOWN

    fucking love it! first map on the workshop that I couldn't stop playing for hours, usually check out the maps for 10-20 min, then play it with bots for 20-30 min, but on this one I was stuck for the majority of the night! played it on one of those shitty-ass $800 windows8 laptops, usually run into fps problems, but not on this map! everything felt so familiar, it took me a while to see the dust2 resemblance, might have been bc I was a lil bit drunk etc; but that just made me love the map even more...after all the countless hours spend in east_borough this is the perfect followup!
  17. fucking love bunkers, working on a bunker-like level myself, if you need some custom textures and decals I can always hit you up with the ones I've got when I'm done... 7 floor inside/outside 8 walls inside/outside 1 trim 10 decals and a shitload of blends imo; day 3 you should have iteration 3 of the layout ingame...I also like drawing the layout, but find it so much easier just doing it in the editor, anyways, looks like a interesting layout!
  18. latest wip (veeeery wip), its a early misty morning and the local radar station is under attack, custom content by myself, resource: cgtextures big thanks to will2k for assisting me with the textures ...playtest proved it fun, now it just needs to get dressed and lit the fcuk up also, anyone know if its possible to add custom player and weapon skins to a level?
  19. mr.P

    cs_rush

    ended up adding lights to the houses, got so fu***ing sick of being shot from the inside wo seeing 'em, think I took the pictures before that update, but the screens doesn't do the map just , feels better in-game
  20. mr.P

    cs_rush

    so...my second map for CS:GO, not my second map in life, had a bomb/defuse layout of the map going but decided to switch to good'ol hostage/rescue, since its a better fitting objective for the theme of the level, Been live at the workshop for almost a week now and think I fixed all bugs (however, I still cant get the occluders to work in CS:GO) http://steamcommunity.com/sharedfiles/filedetails/?id=219295593 Some screens, staring with the Overview: Backyard/backway CTspawn and River Secondmid/Middle/Water Side/Sidealley/Truck Topofmid/Middle Truck/Side Tspawn
  21. That looks MUCH better, nicely done! You should get a clean thread up with fresh shots in the Work Release forum so I can tweet the hell out of it sounds good, I'll make a post later, need to clean up a few bugs and do some optimization
  22. updated light, you can test the map at the workshop...should be live any minute now, enjoy
  23. yeah, might play some more with the colors, wanted to get a feeling like this (attached picture) but might need more vegetation,
×
×
  • Create New...