Jump to content

misutow0lf

Members
  • Content Count

    37
  • Joined

  • Last visited

  1. misutow0lf

    ns2_eclipse

    The level design in NS2 blows my mind, just like the stuff people did for original NS did.
  2. So, I know this is kind of a weird question, but why not? I was thinking about kicking it oldschool (while working on de_pozar) for some variety and getting back into CS 1.6 mapping just for the hell of it. Would anyone else be interested in dusting off their GoldSrc mapping skills and having some old-school level design fun? I know it's sort of a dead community with regards to level design, but I would be 100% in favor of being the one to host a server for testing on my VPS personally. I think it'd be fun. I miss 1.6 a lot (and still play it!), and I think it would be a way for me to
  3. I don't mind to reduce the amount of height difference, but I do want to keep one. I'm sure I'll figure out something by the time I can get another playtest.
  4. Thanks for the feedback. I think at that little spot near A that you marked, I could add a ladder similar to Train. As for the missing part of the map, B tunnel actually partially runs under the floor of B so it can't really be seen on the map from above. I need some advice as to how I might fix mid though. I don't care to remake it, I just don't have any ideas right offhand. I do want to keep a height difference though.
  5. misutow0lf

    [CS:GO] Pozar

    https://dl.dropboxusercontent.com/u/14110092/csgo/de_pozar/a2/pozar.zip Updated download link for today's playtest.
  6. I have an updated version of my map up on Dropbox, made some changes today. Download URL below! https://dl.dropboxusercontent.com/u/14110092/csgo/de_pozar/a2/pozar.zip
  7. misutow0lf

    [CS:GO] Pozar

    Download here: https://dl.dropboxusercontent.com/u/14110092/csgo/de_pozar/a1/pozar.zip Includes overview/radar, BSP, Nav, and the dev texture used for grass in T spawn.
  8. misutow0lf

    [CS:GO] Pozar

    Nah, I'm not Polish. But I did use a translator because I knew it would be Soviet/Russian themed, and I tend to use words from other languages to name my stuff.
  9. https://dl.dropboxusercontent.com/u/14110092/csgo/de_pozar/a1/pozar.zip Download link for de_pozar, which is my replacement for de_hierophant. The .zip includes BSP and NAV files, as well as radar and a copy of the green dev texture that I used for grass in the terrorist spawn (oops.)
  10. misutow0lf

    [CS:GO] Pozar

    So, I scrapped the brushwork I did on Hierophant and decided that I wanted to use a different theme, i wasn't really "feeling" Aztec-ish stuff, I guess. Anyway, here's screenshots of the re-working (I actually re-brushed the entire thing from scratch over three days.) This is just a really ugly block-out currently. I'll be using my spot in the playtest to hopefully test this sucker on Thursday.
  11. misutow0lf

    [CS:GO] de_shade

    Yeah, maybe have one of the entrances come in on an upper level or some sort of catwalk or something?
  12. misutow0lf

    [CS:GO] de_shade

    Hey, what Dev material are you using for your railings? Unless I am missing assets or don't have them installed, I can't find a railing Dev material in my copy of Hammer. Any info would be great.
  13. misutow0lf

    [CS:GO] de_shade

    Looks like it will be fun. I can't wait to test it. When I get home from work I'll grab it from workshop and give it a go.
  14. I figured it would be one or the other, but I wasn't sure which one. Is one any more user friendly than the other? I think I tried out 3ds a long time ago, but I haven't really messed with it since Autodesk turned it 3D Studio Max to '3ds'.
×
×
  • Create New...