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Everything posted by catfood
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I spend some time working on the bridge a bit this weekend:
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It's ok catfood, I appreciate it. I got used to how it looked but you're right, it needs something else. I thought about adding some letters over the upper concrete beam as I used the light just to guide players view above because of CTs. -I like the left vents with some particles/envsmoke, it's a good idea I might implement. -The box below is something I didn't want to add in order not to give too many hints about going above the wood plank thus making smart Ts work as a team boosting and having an advantage (just like the old dark crate in d2 circular stairs). -I'm not adding the tree as I don't want any prop on the ground over there and might look strange from another spot if it is over the roof, but something there might prove useful for the composition. -The A sign might be useful, also a B sign over the far metal door, but I didn't want to encourage Ts to go middle aggressively, specially the first time they play the map, getting through mid is not as common as it is in cbble for example. Middle routes are secondary, mostly for support. -Cables and ac are nice, and adding some colors with stripes or pipes might be fine too, I might try it. -The window's frame is something I agree and I have already tried with brushes but was badly lit, I should probably have to make a model to make it look pretty. Thanks you're welcome. i have to be honest i havent played the map yet just responding on your visuals (screenshots) so the tree and the A sign are probably misplaced when playing the map but the area-skybox felt fertile so i thought bringing back more foliage into the map would be nice for colors, breaking geometry and tilling. im curious how the map will turn out
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I pooped: I tried to do some "concept art" over one of your screenshots. I seriously hope you don't take it the wrong way
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streaming: http://www.twitch.tv/catfoood
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update: visual update mostly workshop link current version:http://steamcommunity.com/sharedfiles/filedetails/?id=345171392
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Looks great squad! and I agree with fmpone that a blue ambient or spotlight would be a good idea around those fishtanks. Also do you have an idea when the next playtest will be?
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I will also be broadcasting some live mapping action from time to time: http://www.twitch.tv/catfoood
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thanks! good feedback. I worked on the map a bit more and tried to implent the biggest issues. bombsite B has more intuitive paths added a extra connector from lower deck to upper deck. added and tweaked the cover I noticed that last playtest bombsite b was used a lot more and also felt the players had a better understanding of where to expect the opposition. So that's nice
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de_brickland sounds even better
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Hello mapcore, shipped is a new map I'm working on, normally I would playtest the map a bit more before posting on mapcore or share the map in general. But thought it might be interesting to try something new to get feedback early on and show more of the stages the map goes through. I heard some say the map feels big and although there needs to be more player guiding/smaller paths the timings are the same as in most cs:go maps. Anyway here's the download: http://steamcommunity.com/sharedfiles/filedetails/?id=345171392&searchtext= And some screenshots of the floating block:
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congratz to the mapmakers that made it into the mappack. p.s first time I see backalley, looks sweet as hell
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This may sound a bit strange but instead of using bots try playing a match against yourself. Run towards a bombsite as terrorist and keep an eye on the timer. Then do the same as counter-terrorist then try to find out where you would see the terrorist the first time. Build your chokepoint battle area around that spot. When you have the most basic choke point/layout go play it with friends and do the same thing. the map is probably going to feel flat and blend because you wont have cover etc but I think this gives a good first impression of the map and also gives a good feel of where the cover etc should be. hope this helps a bit.
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the way the map looks now reminds me of half-life1 / opposing force, especially the last two screenshots. I like the way you're building the map with the brush block outs and custom dev textures. this way it gives a good feel of how the map is going to look like in further stages.
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My first csgo trailer/movie: https://www.youtube.com/watch?v=T2r4ieXem-U&feature=youtu.be music by Gheist
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Well it basically means a big shit if I'm not mistaken
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Yeah, that's the one. It takes like forever but it's getting somewhere. I shall post some pictures sometime soon. On topic: I saw some comments on the workshop to alter the mapname. Imho you should stick with log - it's acurate and memorable. After playing some botrounds yesterday I must say it's pretty fun. Maybe you could accentuate the bombspots a little more to help the overall orientation - like the excavators on the site could have a slightly different colour than the other ones on the map .. just thinking. Looking forward to the screenshots. and nice to see someone that does like the name altough im thinking of changing it to logging.
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Thank you glad you like it. So you are still working on that map? I remember you made all those custom dev textures with names like grass stone etc on them. Also: http://www.youtube.com/watch?v=XjzBpJ1XYwc
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Hello mapcore. I just released de_log, a map I've been working on the last 4 months. I want to thank everyone that participated in playtests and gave feedback on the level. special thanks to RZL for setting up the server and some competitive matches. Hope you like the result any feedback/comments are welcome as always download/workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=335595420
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nice background story, and dont change it into a van
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congratz! looking neat as hell. downloading now
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Just ran through the map, eveything looks spot on! but i have to agree with 3dnj that the looks of the map are a bit generic. I love the small canals/bridge area near bombsite A and i'm looking forward to playing this some time soon, the layout feels interesting. Any plans on giving it a run on the mapcore server?
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polished the map a bit further: added a bomb reset for when the bomb gets in the water, new skybox, improved readability, removed exploits and bugs, reduced fog, added sounds and soundscapes. workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=251987990
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thanks niller. I'm fixing those exploits/bugs right now, and climbing on the fishstand was not intentional.
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thanks squad. and about those streetcar mirrors i believe that IRL they flip out like this when the streetcar comes to a stop so the driver can check if there arent any limbs sticking out of the doors before he starts driving the thing.
