Jump to content

Dr. Delta

Members
  • Posts

    8
  • Joined

  • Last visited

  • Days Won

    1

Dr. Delta last won the day on August 14 2015

Dr. Delta had the most liked content!

Profile Information

  • Real Name
    Arsène

Profile Fields

  • Website
    http://arsene.vandebi.lt/

Recent Profile Visitors

1,001 profile views
  1. It beats me, I really love "historic" architecture, especially Jugendstil/Art Nouveau actually. The Mauritshuis itself is a city palace and especially in the 17th century (?) has been one of the most exclusive places to stay. Well, if I'm correctly informed that is. We don't have an ETA, but hopefully soon we'll figure out something and show some more recent in-game screenshots too. I somewhat wonder if they will. I kinda doubt (worry) it will reach that amount of traction (in mainstream media). I think it would be a shame if it were portrayed like that, but at the same time I would honestly, of course, appreciate the attention. We'll see what happens. Considering there hasn't been any attack on the Binnenhof (yet, hopefully it will stay like that), I'm not sure if the situation is the same. In the past we have of course seen a lot of "news" where killers also played games which was portrayed by media as the reason they killed. I wouldn't be surprised by such a headline though. It isn't. But Thinkpol isn't going to stop you from imagining it is.
  2. Despite updates being a little sparse, the project is still alive, and we're nearing completion. Here are some recent shots of (unfinished) models to keep you guys 'n girls patient:
  3. doesn't work for me €: now it worked €2: Alright, now my personal feedback: -the line of sight from CT spawn to the windows (catwalk?) should be nerfed. maybe some kind of walls in the top of the arch? feels op for CT snipers. also some breakable windows at the catwalk would be nice. -round stairs to B are too small. especially for the ones with a low dpi is it a pain. either should it be widened or changed to "normal" stairs imho. -clipping issues on A roof, also clips on stairs would be nice. -there are lots of cars& buses in the mid, maybe something else than cars would be nice, but we'll see. -you can surf on A roof. (actually really fun made a video of it) -it's not possible to walk next to the window on top of a. i kinda missed that. this would add some more vertical gameplay. but maybe it was op, idk. it was my first playtest on this map. (suggestion: make the glass breakable, but add some metal to prevent jumping down.) 2 things you already know: -cars are floating -buses are too high. (you can see under them from CT spawn.) anyways, the map was very fun to play and has a good layout so far. good job that you're doing guys. Thank you for helping us out with the playtest, and thank you for the kind words! Points noted, thanks for the feedback! We'll be working on (most of) these points for the next update, most of these are just minor issues due to the map still being (heavily) under development, but you're totally right about them. And yes, the windows on "bridge" will initially be blocked with some kind of shutters to break the line of sight. I hope we'll see you around during the next play-test.
  4. Thank you! And yes they are
  5. Update #2 - 02/07/2014 We've been silent for a little while (Sathor got married! ), but we're happy to post our latest update and playtest! Previous play-tests proved useful, and once again based on the feedback we've decided to change things, this time however, a little more drastic than you might expect. We've changed bombsite B, entirely. Here's a small list of our changes: Moved BNew scaffolding at B, allows CTs to quickly enter and secure BNew T spawn, better readability and timingNew "stairway" from T spawn to "terrace", "hallway" and "courtyard"New route from "stairway" to "hallway", reduces corner peeking/snipingRedesigned routes to new BRemoved scaffolding/areas/routes, due to new BRemoved ladder from CT roof to T roofThis update also includes several custom props, including a fence and windows. New play-test: Today (July 2nd 2014) we'll be organizing another play-test at 19:30 CEST (international timetable). Download the map. You can you join around that time using the following console command to join our very own 14 slots CSGO server: connect 195.4.107.94:27015; password binnenChanges: Added custom models (windows, fence) and updated some of the aesthetics. Changed the cover in the "courtyard", and updated the map visually. The new B, one of the entrances via "courtyard" via the scaffolding. The new T spawn, moved slightly back into the building. Better timing. New route for Ts to go to either A or B. Up the stairs go to "terrace", down the stairs go to "courtyard" and "hallways", down the hall is "bridge" which goes to the new B. The new B, outside the window is scaffolding. B has 3 entrances, one behind you (see next picture), one from the left and one through the window. A small room behind the new B, with some peeking windows. Updated entrance/exit for T "stairwell" to "courtyard", route to "hallways" is also changed. Left the old overview, right the new. Some custom windows models in-game Showing the current modular set up of some window models.
  6. Feedback: The previous play-test proved very useful, and we have improved upon a lot of the feedback we received, thanks again for that! New play-test: Today (May 18th 2014) we're organizing another play-test at 23:00 CEST (international timetable). Download and unpack the following file containing the map files into your CSGO directory. You can you join around that time using the following console command to join our very own 14 slots CSGO server: connect 195.4.107.94:27015; password Qnr83X71y64I Changes: Changed route to A, making it easier and more 'CS-like'. Added a brush version of the 'Mauritshuis'. Made the stairs-route to A more clear, and changed something in the cover in this middle area. The unnatural slanted stairs have been replaced with vertical only stairs, another layer of scaffolding is added, moving the stairs from the window away somewhere better fitted. The play area is now surrounded with railing so you can't easily fall off. The water now kills. Roof mounted stairs allow the CTs to go onto the terrace where Ts can come from. The Ts have normal stairs, while the CTs have to climb a ladder. The T spawn is lowered to prevent unwanted camping (and sniping B). Clips are improved. More clear routes to A via scaffolding outside, and stairs to roof above A. Scaffolding outside A is made more simple, some windows are blocked to provide cover. One of the two exits of the CT B route is blocked, because it made the route unsafe (no cover), and additional scaffolding is added to allow CTs to go to B easily and safe (since it's far away). Route to B is blocked because it made the different routes too complex, there's only the entrance at the back now left, which leads to B. Complex room is made into a simpler and easier to navigate route to B. Current area has 2 entrances (stairs from bridge, and door from middle courtyard), making it easier. Left window on B is blocked to give Ts more cover, which was something that they didn't have enough on the previous version. Route to the bridge scaffolding is simplified and nicer to navigate. You can now get on top of the car with a ladder instead of jumping on a bunch of things. Cover on the bridge windows is changed, right window now has less cover while the left one is boarded with wood.
  7. Thanks for your enthusiasm! I'm currently using 3ds Max for the modeling, but any modern modeling application (Maya, Softimage, Blender, Modo, etc) can be used of course.
  8. For a while Sathor and I have been working on a new CS:GO map called de_binnenhof. The defusal map sets place in the 'Binnenhof', a collection of buildings constructed in the 13th century in the city of The Hague, where the Dutch parliament is seated. You can explore building and parts of its interiors on Streetview. The CTs start at the Mauritshuis, and have to prevent the Ts from either blowing up the Torentje {A} (lit. small tower) or the building next to the Ridderzaal {B} (lit. hall of knights). We're doing our best to re-create the location and its atmosphere well, but sensible regarding scale, flow and balance needed for a proper CS:GO map. Progress: We're currently in beta-ish stage, so things are supposed to improve a lot. Stay tuned for updates! In-game: Models:
×
×
  • Create New...