-
Posts
24 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Pages
Posts posted by mendaxyz
-
-
Okay cool, thanks!
-
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!
- Jim F Kennedy, Rump3L, Squad and 3 others
-
6
-
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)
-
3 hours ago, Jinqs said:
the buildings are looking super nice
Thanks!
-
-
Thanks! I've went ahead and fixed those so they'll be implemented after I do another all-night compile.
-
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
-
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.
-
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?
-
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:


-
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:
-
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!
-
-
Thanks for the replies, everybody!
Lynx: I appreciate the playtest. I'm still trying to iron out the map's balance so your information really helps a lot as I move forward.
-
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!






---
Workshop Link:
http://steamcommunity.com/sharedfiles/filedetails/?id=675402575
- Serialmapper, ShockaPop, poLemin and 5 others
-
8
-
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!
-
- Popular Post
- Popular Post
Separatists invade a historic coastal city in a small Mediterranean island. The GIGN are dispatched to protect the key cultural sites.
We just recently released this map, so feedback and critiques are greatly appreciated. Thank you, and enjoy!
---








Version 1.0:








---
Workshop Link:
http://steamcommunity.com/sharedfiles/filedetails/?id=503902032
- sombrewynot, 1488, ShockaPop and 13 others
-
16
-
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!
---







---
Workshop Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=215971897
- jackophant, Single, El Moroes and 1 other
-
4
-
Does anyone know of a way to have it work with blend textures, so that it only appears on one base texture and not the other?
-
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.
-
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.
-
- Popular Post
- Popular Post
A traditional German village is raided by Balkan terrorists on a cold morning. The GSG-9 are dispatched in response to this threat.
Hello, everyone! I have just released my new CS:GO map de_coldwater, set in a German village. I've been working on it for about 5 months now and am hoping to get some feedback on aesthetics and layout. Enjoy!

Shepherd
in Counter-Strike 2 Big Adventure Contest
Posted
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!