Jump to content

esspho

Members
  • Posts

    314
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by esspho

  1. hi! cool dojo, but you've got some nasty texture repetition on those pillars. You could rotate and / or mirror some of them to break it up a bit. also maybe to dark. good work!
  2. This line of trees on the right seems really odd to me. You woulnd't see such thing in an industrial port I guess. Also they could not have gotten that big with such little soil to grow in - but thats just me being nit-picky
  3. The black texture ingame can happen if you use a custom material and mistype the name of a bumpmap/ specularmap or the likes of that in your *.vmt-file. Can't tell if this is the case here.
  4. Looks good. A classic german framework would propably look a little more like this: Are you using any custom assets?
  5. The placement of those escalators right infront of that rear wall seems unnatural (assuming it's a mall). Also malls don't have that many solid walls but way more display windows.
  6. i would suggest building a slope here: this way you could extend the short route from t-spawn to bombsite A. also it could be good for the player's orientation if they know there's this one slope / stairs / road to A and a flat route to B. just thinking. good luck with the map!
  7. I had the same thing yesterday. verifying the gamecontents did it for me. keep trying
  8. I would clean up the linework on this. It's beautiful but its very detailed for a sticker, I think. Not that I'm an expert, my attempt sucked i'll see what i can do about that later today but i think it will work out when i scale it down. hope to have the sticker ready by friday. i'm going for paper-backed glossy and holo.
  9. I'm working on a defusal map set in an african mining environment. Terrorists plan to disrupt the operation by destroying crucial machinery. layout t-start ct-start bombsite A bombsite B boost area in mid conveyor area silo area above mid jungle jungle concept My main concern is about the layout. The previous playtest showed that there where too many connections so that the gameplay was more ore less deathmatchstyle. Since then I cut some routes and widened the remaining ones a little bit. The current version (a3) can be found here: Steam Workshop I'm curious about the latest playtest's feedback and any thoughts in general. Cheers!
  10. Hi there! I'd like to call one of thursday's slots to test twinstar again. Overall I'm interested in opinions on these questions: - Does the layout match tactical gameplay? (Since there were some concerns) - What do you disklike most? - What do you like best? - Is the map fun? download some weird textured screenshots Hope to see you on thursday.
  11. is there a hurt trigger attached to the kart?
  12. esspho

    [CS:GO] Bagra

    Yesterday's playtest was fun (although i didn't stand a chance). The last version i played (v50 i believe) fellt like a maze to me with brown walls all around and little orientation points. You got that covered by now and it works well in my opinion. I saw two minor things during the test: this one is obvious but i post it anyway: the other thing was this lamp. it's flickering when you move around (looked like a sprite issue): i think that bagra hits the spot for most cs players. maybe you could do a little more optimisation and you're good to go
  13. in french a street section is called défilé (i think). so maybe de_file? anyway, great work! i really like the layout.
  14. looks pretty solid. i'll try to make the next playtest. i noticed there is another map called de_plaza on the workshop and just wanted to tell in case you didn' allready know. keep it up
  15. good effort! unfortunately i don't have enough sparetime for now to enter a competition but i hope you get enough submissions and votes. in which intervalls will there be competitions? Do you organize it by yourself (picking themes etc.)? So good luck with it. i will stay tuned.
  16. @ octopump: saw this on polycount earlier. you're far ahead of the competition imho.
  17. maybe add a closed door or something to this bridge:
×
×
  • Create New...