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mendaxyz

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Posts posted by mendaxyz

  1. 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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  2. 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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  3. 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?

  4. 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:

    http://i.imgur.com/sPyjfL6.jpg

    http://i.imgur.com/JareNih.jpg

     

    You can read more about the update on our Workshop page.

  5. 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!

  6. Fight in streets and courtyards as terrorists invade a Malta-inspired historic coastal city. Play as the Separatists – determined to disrupt the peaceful atmosphere, or the GIGN – dispatched to protect key cultural sites on the small Mediterranean island.

    This is an update and re-release of my older map de_melite. I'm hoping to get more critiques with this, so of course feedback is welcomed!

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    Workshop Link:

    http://steamcommunity.com/sharedfiles/filedetails/?id=675402575

  7. It did take me a while to understand that the banners point you in the direction of A and B. Could that be made any more clear?

    Haven't played it so I can't really comment on how it works ingame, it's just an observation from the photos.

    The banners should be more clear in-game but if it's still confusing or if players report getting lost then we'll change it.

    The vegetation growing on the walls looks unconvincing and a tad repetitive.

    I'll work on the blending, thanks.

    The thing that currently bothers me is that the textures looks cartoony. i know that CS:GO leans a liiiiitle bit more towards that style, but this is too cartoony to my liking.

    The textures are designed to be bright and saturated for easy readability. We're hoping for more player feedback to see if it's well-received, but I'll keep this in mind for when we make changes.

    Thank you to everyone who replied so far, we appreciate it!

  8. A traditional German village is raided by Balkan terrorists on a cold morning. The GSG-9 are dispatched in response to this threat.

    Coldwater was released over a year ago. While we were able to improve the map based on initial critiques, we never had it formally playtested. We are submitting this in the hopes of getting additional feedback. Enjoy!

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    Workshop Link:

    https://steamcommunity.com/sharedfiles/filedetails/?id=215971897

  9. I've also been working on a map set in a similar location in Japan. Have you thought out more about a theme of what your map might look like? Feel free to PM me if you'd like to discuss the maps in more detail as it would be unfortunate for both maps to turn out visually very similar.

  10. Thanks for the replies everyone, I really appriciate it!

     

    The water is awesome!  Would like some gaps in the wall on the immediate left when spawning on T-side to be drawn more in that direction.  Would also be nice if there was something in the water near the T spawn to take focus away from the far edge of the water.

     

    The pillars in B are visually interesting, but they make the space very tight and claustrophobic.  Would delete the ones that aren't against the walls or find some way to ease the flow.

     

    The green dumpster in front of the doorway around the middle of the map creates nice cover.  I would consider replacing it with something more visually appropriate though, if even just a small brick wall or another wood pile.

     

    The wooden stairs above the water leading from CT spawn could benefit from decals or some form of wear, especially on the platform where the wood texture pinches.

     

    There is a sharp collision at the curb below the big slanted wall.  This can cause you to bounce backwards when trying to make the difficult jump up the wall - would suggest smoothing the curb.

     

    Would also suggest clipping all of the stairs for consistency.  A lot of them are already clipped, but many of the small stairways stand out.  The stairs leading to the three paintings feel too narrow, although they look nice.

     

    You may want to get some opinions on FPS in the back of A-site (top of stairs) and at the dead end of the walkway with the broken arch in the center near B.  I dip to mid-40's on a local server with bots, might not be that bad on modern hardware.

     

    Some ambient water sounds that trigger on spawn would be very cool.

     

    Thank you for the critique. I tried to experiment with and fix as many as these as I could, especially those related to gameplay. Some of them like the water sounds will require some time for me to make custom soundscapes, and others (such as the dumpster) are oddities that I noticed while building the map but wasn't able to find a suitable replacement. I'll continue to looking into the list as I do future updates, so any more suggestions that anyone has to offer would be greatly appriciated.

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