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TheOnLY

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  1. The problem I see is that CS has very limited movement compared to other games that utilise big hightdifferences. In Quake you can easily Rocketjump and use jumppads,, in L4D there are ladders for infected everwhere and the hunter can jump whereever he wants anyway, while in counterstrike you can only (couch)jump. The fact that screens are usually wider than high doesnt help either. Additionally vertical angles can be abused to peak while only exposing very litle of yourself.
  2. TheOnLY

    de_zoo

    ​the problem is that you cant do it from the opposite direction
  3. TheOnLY

    de_zoo

    Sorry wanted to post screens but was too tired that night, so i made a post just to remind myself that i still have to do that Pixelwalk: Wallbangs: There are also some funky clownfish swimming trough the glas and walls Only links because --> Why cant I insert existing pictures with their URL? It just give me an endlessly rotationg circle Edit: surely not intetional too
  4. TheOnLY

    de_zoo

    Congratulations on theoperation. Love this map. It is a shit ton of fun in competitive.I found (and used ) a few one-way Wallbangs and a pixelwalk in front of A though
  5. I think he means that most wallswalls are aligned to the grid, so they are either forming a rectangular angle with other walls or run parallel to them
  6. already found this and watched the demo + read the feadback. thanks anyway
  7. id like one too https://www.dropbox.com/s/icjlmlukdgso348/de_berg_a5_2.zip?dl=0
  8. Got a download ready: ------------------- Workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=434905799 New download forgot to add the kz file: https://www.dropbox.com/s/icjlmlukdgso348/de_berg_a5_2.zip?dl=0
  9. Cant join. It throws me back to menu the first time i connect and when connecting the second time it says that my map differs from servers, even though it was downloaded on first connect ?? Second map worked fine
  10. As the second playtest is comming soon (sunday ) i figured that i should create a thread to collect some additionall feedback as well as to document my progress. The map has some big open areas (T-spawn to A or outer B route) as well as close quater areas and some nice vertical gameplay. My main goal was to give players various ways of playing and moving through areas enableing a diversified gameplay. To do this there are alternate but parallel routes, different peaks from where only a limited part of the area can be covered. I also want to give players opportunities to set up crossfires and two man boosts to reward teamplay As a theme I will go for an isolated russian facility surrounded by snow - in the morning. Enough writing for now - look at these pictures Overview with routes and timings: T-Spawn and enterance to A (on the left): Same area - different view: To B- Ts coming from the left, CT from the right: B: The ugly A :
  11. I'd go with the Vertex tool.
  12. This is what we will (hopefully ) playtesting on sunday: T-Spawn and enterance to A (on the left: Same area - different view: To B- Ts coming from the left, CT from the right: B: The ugly A
  13. Try loweing the lightmap value / increasing its resolution.
  14. Hey I'd like to playtest my completly overhauled version of de_berg on the 3rd of May (03.05.2015)
  15. TheOnLY

    TOXIKK

    Still waiting for it
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