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Posts
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Everything posted by SirK
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Update! fixed some bugs, added clipping in some places, added some more details and changed the layout a bit
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Looks awesome!
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After grapen released his castle-themed wingman map - this is my turn :) Still not to happy with some of the visuals - so guess its still WIP? xD workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1380685685
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Looks awesome! Now I have to change the setting of my wingman map xD
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The Changelog is missing two huge Changes on Nuke 0o + new Jump on roof of Hell + half of A-Catwalk cant be used by anyone
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I just finished BOTW (main quest => killed ganon) yesterday. Really liked the game. Ive played Mario right before that. Both awesome games - like you guys said. What I couldnt get used to until the very end where the different buttons for jumping, always pressed the wrong one xD Other than that, awesome games and awesome console, going to try the DBZ game today
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Im searching for custom servers everyday - cant find any. Only custommap servers are mod-servers (jb, surf, etc..). :/
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Map looks insane! Awesome job!
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looking really good - but why did you change the skybox? i liked the old one too xD
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Even though we didnt make it to the deadline, we are still working on the Map! Map is still heavy WIP but we got more models and textures coming
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Looks amazing! Great job on the visuals and I really like the changes you've made to the layout since the last time I've played the map!
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The Trust system could be cool - dont know if it could be exploited though. I really dont get why they actually delete the old maps. you cant even start them through console 0o I actually played militia and aztec / vertigo from time to time. I cant stand playin the same maps over and over again. Im really happy for the guys who got their maps into the game - but i don get why its austria and insertion (agency should have been in the game long time ago) - maybe lite and thrill where to complex for most of the community
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Thanks and yes xD Light is already changed
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Im getting css de_fire vibes from this i like it!
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Like the other "crazy guyz" said: the environmental light really is too yellow - tone it down a bit. Your overall choice and use of textures and models is "off". Some of them just dont fitt your chosen theme. Could you post a simplified overview? Its really hard to read :/ I Like the Idea of having a map with roman / greek architecture.
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Yeah same here. I enjoyed the rounds I played but the layout was confusing to say the least. The detailing is good but a little over the top in some areas. The B-site gave me some losttemple2 vibes. Which is a good and a bad thing (fun map but not played at all). Some of the Timings seemed a little of to me (left route from CT-Spawn) - but that could be my first impression without proper map-knowledge. I think simplifying the Layout and cleaning up some of the detailing would make this a really fun map to play keep on working.
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As a german, the names sounds funny You may want to change it to something different. Other than that - keep on working!
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There was a competitive map back in the 1.6 days with a similar setting and style. Forgot the Name though. You basically want to do the oposite of what that map did xD if you want to make a map that is fully indoor - you should think about vents and pipes to throw nades into rooms - oh and dont use more than 1 or 2 squeakys.. xD Keep on working!
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Clever use of stock-assets! Looks really promising!
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It does! Saw it a while back when i was searching the workshop for interesting stuff - but there was only a ttt version of it. Which was strange to me because of the details that it had. Which lead me to take a look at gamebanana where i found it. I feel like Gamebanana is a map-grave atm. I remember looking into gamebanana because it was THE place for new maps to be found. Now, if its not in the workshop, there is a huge chance that im gonna miss it. Which is a shame.
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Screenshots looking good! Your questions: 1. Depends on how accessible it looks and if its distracting. If a player thinks he can get into the unwalkable space - he will try to get into it. These leads to frustration if he dies while tryin to get in. If you build space where a player is not supposed to go - show him. I dont know how many people ive seen dying on canals because of that fences near A-Site. 2. A 128 unit choke is a bad idea in my opinion. Its to easy to block of with smokes / molotovs or just plain spray and pray. Think of it as getting caught while "rush b no stahp" dust2 b-site entrance.
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I thought about after-plant situations. I dont want the Ts to be able to cover the planted bomb from way back. But thats all open for changes Just playin around with a few ideas
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I know banzai - think it has the same inspiration as our map: Typhoon Lagoon. Its a small but fun map and its a shame Valve doesnt care about the demolition mode. I would really appreciate it if you would give somefeedback - not just posting links to maps