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Everything posted by Vaya
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https://steamcommunity.com/sharedfiles/filedetails/?id=1580596076 Hey guys - been working on an update to Mill that focuses on making the gameplay work better with CSGO's utility and pacing amongst my 5million other projects. Art is quite ugly just now but it's not the focus have a look and let me know what you think! peace out
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hope you get it sorted mike. map is always retrievable if it's on the workshop, small comfort just now I know
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telling everyone that the devs get a better cut on a different platform and then not passing on ANY of these savings to the consume that would need to adopt this platform sticks in my craw.
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congrats on your success with this map/. with the 2 year project - you should post on here or on the discord with the issues you are facing. it might be savable.
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not sure what any of this has to do with zoo congrats @Squad
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turns out I have a bunch of resident evil games on my steam from random bundles. going to play through all of them before getting this one.
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jigsaw's injuries are pretty pathetic. I was expecting him to be thoroughly fucked up but he just looks like he's had a bad time shaving.
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sorry I was compiling at the time so didn't fancy fighting against my PC to find the link... looks you can't win here..
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use the older vrad. someone left the details on r/csmapmakers
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we've been running the map since monday on the mapcore hub and the general consensus seems to be that the map is currently way too big and you should basically trim the entirety of the 'underground' space and add the second bombsite somewhere else. We have a bunch of demos for you to review when you are back in the land of the living though! let me know when you're about and we can get you sorted.
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not that local - I live in Edinburgh I was down seeing queens of the stonage last year and found this.
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it was okay. lack of real choice but I guess thats part of the point
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Hey had a look at this - needs little tightening up before we can run it for any length of time on faceit. review lighting and smoothness of paths. Can go more in depth later if needed
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Will have a look at your map soon
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yeah we'd probably be going live start of jan. you can continue working on the map when it's up too - in fact we'd prefer it if you did!
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hey @MikeGon We're looking to add this map on the mapcore faceit hub in the near future, let us know what you think about that Cheers!
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We're currently building up a new mappool for the next season. if you want to be considered PM myself or one of the other admins, or drop your map ws link here! 'Comp' maps obviously the focus.
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I love the hl2 bridge because it doesn't feel artificial. it's organic problem solving
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plubo really that bad to work with? ? Goodluck for finding something new!
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They give feedback on most of the ones with potential- it's a slight venn diagram of the maps on the workshop. I'll look at the map ingame tonight and give you more feedback.
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wait you want them to give feedback on every map on the workshop? I've been told they look at 100s of workshop maps. I don't see them ever wanting to start a dialogue with all of these mappers though, would lead to more issues than it solves. If you hang around with people on here, submit playtests etc your shortcomings will become clear pretty quickly. You get out what you put in here, can't expect someone else to tell you what to do... Edit - just found your map via the reddit post you made about this same subject. You need to be working from references and have less of a scattershot aesthetic. lighting could do with a lot of love too.
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Less right angled connections Less Clutter Bombsites should be larger with more height differences for interesting play Make A site more unique theming wise.
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even if Rick isn't a judge he should do reviews on the maps
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hey man we've put your map in the new faceit pool but had to take it out temp because the furthest back T spawn is bugged. I think you just need to change collisions on the grate. let me know when fixed and I'll readd
