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SirK

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Everything posted by SirK

  1. SirK

    [WIP] de_splash

    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
  2. SirK

    [WIP] de_splash

    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
  3. SirK

    [WIP] de_splash

    Too late didnt know the COD map was called splash also? ive played the cod map a few times, didnt like it xD
  4. SirK

    [WIP] de_splash

    Part of the inspiration comes from a water park "typhoon lagoon". Theres a Ship up on a Mountain / Rock which makes a nice Landmark to line up nades (+ we hope itll look epic when completed )
  5. SirK

    [WIP] de_splash

    I didnt had much time this weekend :/ But i got some new screenshots CT-spawn got the first brushes of a fountain Im thinking about building a Arcade on T-spawn opened up the left side of T-route to Site. So it doesnt feel so claustrophobic We are now tryin to get a playtest happening. Rushtimings feel solid, i got most of the unfair sightlines out and there shouldnt be any OP bombplants anymore!
  6. SirK

    [WIP] de_splash

    Thanks guys WIll be working on it again next weekend
  7. Anybody tried the Wingman mode? Ive played a lot of 2on2 back in the CS:S Days. And I really wanted to like this mode, but the maps are horrible. They may work in demolition, but it doesnt feel like a 2on2 at all. Most of the times you can only rush towards the site with the Terrorists having huge timing advantages (and sometimes better cover too). I hope the other Maps play better (but I highly doubt it) - Ive played lake, shortdust, safehouse and st. marc.
  8. Looking good so far. Just a little thing, could be different ingame: It seems like you can only get to the upper hostages if you run through some narrow hallways - could be a problem if you smoke / molotov / negev them. Can you upload the map? Looks really promising
  9. Andu and I are working on a defusal map called splash (for now). Its still in its early stages and is desperate for some playtesting and feedback! Basic idea of the map is mid as central distribution hub from which the whole map is pretty much accessible. There are two things to spice things up a little: Terrorists have no direct access to mid, which makes it harder for them to get into at first glance - but they can rotate between sites unseen - if the CTs dont pay enough attention. The map is set in a waterpark. Overview Some early screens Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=924027103
  10. Nice to see you working on this one again!
  11. 0o! Really cool! Gj Guys! Im back mapping nao!
  12. Nice Design I like the design more on the mousepad. Now to the interesting stuff: Got some screenshots of subzero?
  13. Isnt unlit "selfillumed" by default? I mean, it isnt lit so... just asking here xD Map looks really cool. But I think day time or sunset would look even better. amazing job so far!
  14. SirK

    [TF2] DEWM

    Nice one! Are there any tutorials on how to make models with source 2 hammer?
  15. SirK

    Quake Champions

    love you guys Ive taken this one BDY6-N27N-E4UQ-9Q9M-U64D
  16. SirK

    Quake Champions

    No key for me Did the NDA drop? More and more Videos and Reviews getting uploaded 0oNo key for me Did the NDA drop? More and more Videos and Reviews getting uploaded 0o
  17. SirK

    Darksiders 3

    I loved the first 2 games! Im so happy we get a third one
  18. SirK

    Quake Champions

    Same here
  19. Did anybody check out the changes to militia /canals / cbble? I dont get why valve isnt moving up the spawn on canals. I think that could fix a lot of issues many people have with the map. Militia and cobble changes are looking good to me.
  20. Ive played titanfall 2 a lot recently - there is a gun which is basically the same like the new negev - people abused the hell out of it, until it got nerfed I dont know whats wrong with the Devs atm. I think the revolver could be a nice adition, but the negev was hardly used right from the start - i mean why did they add it in the first place? nobody used the heavy guns in comptitve anyways.
  21. Would be a shame if we get "the next big action" in summer - last operation ENDED July 15 2016...
  22. Which WIki are you talking about Rivfader? Couldnt find anything about Dave working on Canals. Played Militia yesterday. It still feels T-sided to me. I dont get why they removed the plank leading up the left side of the house and replaced it with an strange jump. But the Map feels way better overall.
  23. Your Avatar combined with the Post killed me - so fitting I think the water on Canals looked different, too? Or is it just me? Valve did a great job incorporating reallife locations from venice. But I think they took it too far - especially with the A-site. I get that its basically a open place in reallife. But the Site feels way to open and boring for my taste :/
  24. After playin the Map in MM. I dont think its as bad as it looks on first glance. But there are a whole lot of weird and bad design choices in my opinion: like everybody tries to avoid invisible walls - valve uses them all over the place. Everybody tries to make running / rushing as smooth as possible, valve is just puts single doors everywhere, etc -.-
  25. Cant wait to run around the Map as soon as I get home. Judging from what Ive seen: Too many single doors and narrow paths, repeating walls on the buildings and bad Bombsites :/
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