'RZL reacted to MrRuck in de_zaruna (WIP)
This is supposed to be the first map I actually finish. I pretty much don't know what else to say. I've been working on it for half a year with a few breakes due to learning for my exams.
Map takes place in a small french/italian/maybe even greek town, that's pretty much all I can say right now about the story behind the map; that's going to be something I will think of when the map is actually ready for its final release.
I'm a bit lazy about updating the workshop page so if you want to see some actual ingame pictures take a look right here.
Map can be downloaded here. Don't worry about filesize or anything, as of right now the map is completely made out of brushes to keep it as simple as possible.
I'd appreciate any comments about it whether you like the map or not please share your thoughts and how I could improve it! Thank you!
Edit: Since this post looks a little bit empty and I just tried "Auto Radar" by terri out I wanted to share the result with you guys, have fun:
'RZL reacted to DMU222 in de_de_dust2 (CS:GO)
Through all my time playing CS:GO, I have always hated Dust 2. I never understood where my hate for it came from, but now, I finally get it. The root of all Evil, is Dust 2's T Spawn. To put it simply, it is the worst location of all time on any map, and completely ruins flow.
How many times have you purposely walked through T Spawn while playing a game on Dust 2. The answer is s1mple, 0 times. For this reason, I have come up with a solution to the Dust 2 problem, just make T Spawn CT Spawn. This too of course leads to some problems, as T's and CT's will instantly kill each other as soon as they spawn.
The solution came to me one day as I was sitting on my couch and listening to my favourite song (EZ4ENCE). It suddenly changed tune, and god spoke to me through it.
"DMU222 you must make 2 dust 2's on top of each other"
So that is what I did.
Now yes, the map does have 4 bomb sites, but special teleport areas (marked in orange) have been added to allow for seamless transportation for T's and CT's.
I'll be playtesting the map this weekend, what do you guys think?
'RZL reacted to MadsenFK in [CS:GO] Morocco, Luxury & Delta (Wingman Projects)
Got back into hammer after a small break and gave Terrorist spawn on Morocco some eye candy
'RZL reacted to Roald in Resistance
So I have been doing two competetive tests and made some changes. Please checkout the workshop and let me know what you think of the new changes: https://steamcommunity.com/sharedfiles/filedetails/?id=1645132160
- Added a new path from CT to B bombsite
- Closed of B double doors and added a vent into B apps
- Added a door_rotation in B apps and made a pathway to cross the windows instead of the drop. Also made the B apps window only peek able, u cant jump trough anymore
- Cleaned up A a litle bit. Moved some cover and reduced the big boost spot
- Rotated the container at midle to reduce headshot angles
- Fixed the headshot peek on B bombsite and got rid of the OP corner
I am pretty happy with the changes so far. Will do one more compile to fix some small stuff and then do some more playtests. Perhaps its for the better to have multiple playtests on the current version before I make any new drastic changes since the layout is pretty much there.
'RZL reacted to Interfearance in I'll Pay to recreate The Specialist on Source properly
Oh dear. Please do not start this guy on anything related to copyright, permission, or pretty much anything that people get sued for. The whole of w3 and the contents of your hard drive are now Creative Commons, so your closed minded thinking can see itself out of this thread. Copyright shmopyright, am I right?
'RZL reacted to Minos in Kaizen
One thing I noticed by watching the video is that every area feels a bit similar, which makes the map harder to navigate for first time players. One way to solve could be by color coding some areas, or having strong themes in specific areas, restricting specific props only to those areas. Let's say, CT spawn has majorly blue signs/lighting, Bomb sites are mostly red/orange, maybe the middle of the map has a lot of vegetation, the subway could have green walls etc... so you know exactly where you are without having to think about it.
You have an incredibly solid base and with some minor readability/navigational/lighting tweaks, this map will be really special!
Here's an example of how we did this in Lijiang Tower in Overwatch:
'RZL reacted to Niller^.- in DE_TENEMENT
Oh boy. That I should live to see this day. Guess it pays of to still be lurking here despite not actively mapping anymore.
Has it really been 6 years since I uploaded this map to gamebanana for the CEVO/Gamebanana mapping contest.
I must admit, I'm a bit disappointed. You excluded the two best screenshots
Props on the new name though, probably a bit better than its original name: de_nil_CastleIsland.
I'll write it down as appreciation that you made this post. Start making your own maps, it's way more fun
'RZL reacted to jakuza in WIP in WIP, post your level screenshots!
I had some time left after finishing this blockout for a design test, so I took some time to decorate. I'm still figuring out everything in UE4, but the default fog looks pretty damn good.
Here's an actual level shot to justify being in this thread 😁
'RZL reacted to Radix in WIP in WIP, post your level screenshots!
My English skills are probably too bad to find the right words, but that "proclamation" on your screenshot is not just grammatically wrong.
Well, back then the Germans had some pretty impressive epochal architecture and you may use these historic buildings as an inspiration for your map. But it has to be always 100% clear, that it's the past and that the Nazis were the bad guys. We do not want another "Deutsches Reich". Because there is nothing good about that era. The Nazis started a completely senseless war and murdered millions of people just for being different and people who didn't want them to murder these people. Or people who just didn't want to raise their right arm like that one guy on this picture:
After all I just want to say that you should be careful with that Nazi stuff.
'RZL reacted to Radu in [CS:GO][Wingman] Terraza
I put a test version on the workshop to iron out any final issues if you guys want to have a look: https://steamcommunity.com/sharedfiles/filedetails/?id=1675723560
I've been testing it with people over the last few days and so far it's pretty promising. Layout was alright since greybox, but I'm still adjusting some smaller details. Other than that, there's just some visuals to handle for the non-gameplay areas including the background.
'RZL got a reaction from Interfearance in The Door Challenge - 2018 - Submission Thread
Name: Konstantin Löffler
Story: You find yourself as a deaf protagonist in a corridor with a door in front of you. You have to try to open it.
Download Link: https://drive.google.com/open?id=1V9Cpq7NaBQPuEXESxBNGXt-tocyWiARP
Special Thanks go to Rául Sánchez Calderón for helping me implement the core functionality of this challenge.
'RZL reacted to Roald in Resistance
Resistance is a temporary name for my new bomb defusal map set in a old industrail city somewhere in east europe (maybe poland).
One half of the map exist of old buildings and the other part of a more industrial area next to the city dock.
The area is highly secured with barber wires, walls and camera's.
The story is about the country being occupied and a group of resistance are secretly transporting weapons and such to this compound ready to strike back.
However the occupiers got intel of the resistance location trying to infiltrate and blow up their compound.
A-B connector and boost/peek to midle
So for this map I used a whole different workflow then I am used to.
I was building a litle scene at night time to experiment with that and kind of created a bombsite out of it.
Then I just decided to go freestyle and work from one area to another area without having any idea what the layout will become like.
It was really great to logically connect one area to another but to see the whole picture and how it would all fit together was kind of a hell.
However I succeeded to great a whole piece out of it and hope people can have a look and provide me with feedback.
Please note that most of A site and T spawn lack of details and I have done almost no optimisation.
'RZL reacted to RadimaX in [CS:GO] de_austria (WIP)
i played office like 18 years ago to present time & Agency from whenever it came out first time around till pretty much now, but from all those times i still feel Austria both look and play superior!
One part inside had very little going on but cannot put my finger on it really so i just edited the picture slightly so you can see what i mean, always felt i wanted more of that nice variation:
I know you keep it bright inside for clear visibility but that does not have to mean 100% same texture all the way around, ofc not saying red/blue walls like nuke but a TINY change like this?
Players can still stand out clear as day while simultaneously bringing some of the reoccuring textures from the outside of the map just play around with your imagination to give it more "flavour"
'RZL reacted to RadimaX in [CS:GO] de_austria (WIP)
But i have a small suggestion however in one of the rooms where you got a dangly lamp clip hanging quite far down from the ceiling, yes i know its not the end of the world but just hear me out:
as a compromise for removing the light you could cut up that cailing like i drew up (badly) in photoshop just to convey my idéa, 3 windows exist above & could be opened up for Flashes etc
Obviously the hole can be whatever size you make it, i just illustrated a small one to save some time. The insides could be expanded on to allow people jumping around more freely without hitting clips from time to time which results in more than just an illusion of extra space but actually expands it on the inside parts of the level for our enjoyment while still staying lit the same with that cozy and memorable town feeling over the industrial lamp. Considering it is not the HUGEST map i bet you can afford some extra geometry on the inside even if 1 lamp model is still more efficient haha
If 1 window or more ever open the grenades could start raining down lol...might not be very useful but just a bonus i "threw in here" Or alternatively just raise that Light up flush with the beam!