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Freaky_Banana reacted to a post in a topic:
Shepherd
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Cool, thanks for the feedback! We've been redoing the layout a bit, I think we've noticed a lot of the same problems as you but we had different ways of solving them. We ended up completely removing the drop down route from Mid to Long. It was supposed to be a nice little one-way rotation path but it made it too easy for players in Long to get attacked from behind. We also redid Mid, and for a lot of the same reasons you said - making it wider and clearing some of those corners. Mid is now a straight path. Right now we're focusing on improving B. We're probably going to end up redoing a lot of it but we'll keep your feedback in mind as we rebuild it. This will also change the time it takes for CT's to get to the courtyard, so we'll be sure it's not as easy for CT's to simply block the upper balcony with grenades.
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Jim F Kennedy reacted to a post in a topic:
Shepherd
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Looks like Shepherd was moved from Group 5 to Group 6, so playtesting is currently ongoing until the 15th. We look forward to hearing everyone's feedback!
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Okay cool, thanks!
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[CS2] Big Adventure Mapping Contest
mendaxyz replied to FMPONE's topic in Counter-Strike 2 Big Adventure Contest
Is anyone familiar with if we need to be present for playtests? Shepherd is in Group 5 for the playtests, which means it starts on the 18th, but we may miss the first week due to family obligations. Thanks! -
Our map is in Group 5 for the playtests, which means it starts on the 18th. We've updated the map in preparation, including changing the CT Spawn and Site B. We've updated the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=3287246469 Also, is anyone familiar with if we need to be present for playtests? We may miss the first week due to family obligations. Thanks!
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I've been trying to make each building feel individualized, with the houses styled and decorated a little differently than the ones beside it: Also since the map takes place in the morning, I think some soft colored lighting helps create a nice mood: (I'm still trying to touch up this this scene)
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Thanks!
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We've been detailing the map, we well as fixing up CT spawn and Site B. We haven't updated the actual workshop with these changes yet, though we will before playtesting starts on Oct 18th.
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Thanks! I've went ahead and fixed those so they'll be implemented after I do another all-night compile.
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Hi everyone! I'm happy to finally be able to show what we've been working on recently, and hope ya'll enjoy! A rural English village is raided by terrorists on a sunny morning. The SAS are dispatched in response to this threat. Shepherd supports bomb defusal and deathmatch game modes. https://steamcommunity.com/sharedfiles/filedetails/?id=3287246469
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mendaxyz changed their profile photo
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For the VK device lost error, have you tried downgrading your drivers? Try switching to Adrenalin Edition 24.1.1 and see if that fixes it. I've had to do this recently to fix that error so let me know if you have any questions.
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Does anyone familiar with Source 2 have an idea of how this might affect current projects? Do you think it's gonna be simple to open current CS:GO maps in the Source 2 editor or will certain parts of the map break/need updating before being compiled in the new engine?
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I had Legacy playtested on Reddit a while back and made some changes based on feedback. I moved the T-spawn back even more, so now they spawn behind the arches. This gives CTs more time to set up or possibly try to push forward before Ts arrive at the chokepoints. I also added breakable doors between main hall and balcony so that CTs can hear if Ts are pushing through that area. Screenshots: You can read more about the update on our Workshop page.
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I just released an update to the map. We've incorporated a few important changes, namely fixing some of the timings and adding a short new path to B on CT side. The new timings should be easier for the CTs and Bombsite B as a whole should also favor the CTs a little more:
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Yeah, I'm definitely open to changes regarding the spawns and timings to bombsite B so if you do test the map let me know how you feel. Also keep in mind that the CTs have the opportunity to flank the terrorists from the northern entrance of the Main Hall. Same with the two entrances; I know that it's typical to have more entrances into the Bombsites, but I'm hesitant to throw in random connectors until I have an understanding of the balance of the map as is. Still, you've given me some ideas to work with so I'll play around with it in the meantime and see what works for me. Thanks!
