Shandy445
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Shandy445 reacted to wslysnps in Minas
HI!
This will be my last update before the judging. I am very happy with where the level is at right now. It can feel like the map is too complicated and there is too much going on at first glance, but i do think that this will work in favor of the map in the long run. What i mean by that is that i think there's a lot of room for experimenting with strats and metas, which should give the level some longevity.
Here's a couple of the last changes i pushed:
-Barred up window in mid. Can still be shot through, but not climbable
-Made wall in mid a straight line instead of two 90 degree turns
-Reworked CTs entrance to mid to conform to the window into ramp
-Added new entrance into B long from T side
-Closed off cave on B site
Here's the last match played on the map before the judging begins:
Best of luck to you all. See you in the second phase, hopefully!
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Shandy445 reacted to wslysnps in Minas
Hi!
So! Going into the final month of the graybox phase, im really excited to finally be at a point where I'm happy with more or less everything on the map. I've tweaked B bombsite to play more interestingly, while still maintaining a rather simple layout. I made some slight elevation changes and reintroduced the tunnels, but instead of coming from CT spawn, it now connects out into B long.
Mid have also received some slight changes to allow for more variation in how it plays. I've removed the stone so its no longer possible to solo boost up onto the wall on catwalk. I've also removed the window looking into ramp (with a heavy heart). In addition to these bigger changes, I've made some smaller changes to crate and barrel heights in CT side of mid, to let them peek over smokes and in general allow a better hold of mid if T's utilize early round utility.
Finally, I decided to redo A main. It felt too much as an appendix out to the side. I've brought it in close to the squeeky area in the hopes that A main will now play closer to how A lobby on Nuke plays, where its a setup room that is actively being contested but is easy enough for T's to hold that CT's wont push it every round.
Hopefully it's only small tweaks from now and i wont have to make major changes.
Later.
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Shandy445 reacted to wslysnps in Minas
I think i am at a point now, where i really like how the map plays, and i am confident in my design enough to start finishing up the grey box and move onto the the first art stages. I will post some pure ref boards in the following week to sort of flesh out what I've been seeing behind the gray facades.
I still have a couple of playtests before the deadline, so hopefully everything is perfect and i can hopefully carry on into phase 2. Fingers crossed.
Anyways, here's a couple of pictures of the map as it is right now:
B site:
B main:
CT spawn:
Top mid CT:
Sunroom (squeeky):
A dark:
A site:
Mid:
Mid:
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Shandy445 got a reaction from Karthoum in [Cod4] Invasion
Based on the Cut Cod4 version of the map and its singleplayer counterparts cobra_down_a and b
Rough version with some prefabs either made by IW or from other Cod4 stock maps that were remade.
Progress with some textures and some basic buildings
Current overview.
---Some Location Comparisons---
Parking Old
Parking Current
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Shandy445 reacted to myzy in cs_kibbutz (I quited this map)
**I quited the map go to the latest comment for more info**
hi im trying to make a hostage map for cs2 big adventure contest. updating the screenshots every 1-2 days
im a 12 years old kid who love cs, and try to learn level design. (im trying to win valve merch i dont think that i would win money)
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Shandy445 got a reaction from Lizard in WIP in WIP, post your level screenshots!
The maps cobra_down_a and b(and a bunch of other maps ) were leaked ages ago.
The geo used in my map is not an extracted geo its simply remade by looking at the original maps (and is not a 1:1) and using the cut version of invasion you were making for Cod4 which along with Favela had both radars left in the files.
The radar left in the Cod4 files.
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