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Karthoum

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Karthoum last won the day on August 6 2019

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    Stripper

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  1. Workshop link While waiting for the results of the Big Adventure Contest, I spent the last weekend working on the most random defuse map idea I could come up where I wanted the Ts to control the lower part and the highest part of a map, while CTs only control the middle, so sort of like Vertigo but probably not good. The theme I set out for was an oil rig on a dead sea in the arid desert. Looking forward to torturing some playtesters and see how much I have to probably re-do, I'm expecting the map to be too small and allowing the most inane boosts even though I've clipped most of it off. Middle/high level radar Lower level radar (pretty much T spawn only) Typically, I was delayed by my own fault of not getting the radar overview right and having to face asking @JimWood help me with RadGen - even though he could see the glaring issue of me putting the radar geo way off somewhere else in the map file. Much love in using that amazing tool for all my maps and appreciate the support from the big man himself! Bonus - the concept I used for planning the layout.
  2. Just to clarify with your references - the city of Catania, where the church and "slummy" buildings are in real life, is built out of scorched rock recycled from volcanic destruction in the past. The streets are all ashy and covered in black soot pretty much permanently. This contributes to the run down look but in reality it's anything but, the area is full of life and people. You have picked a particularly good area to get inspired by, the Elephant Fountain square is surrounded by thin beautiful alleys and parks with lots of stairs.
  3. The layout looks more compact in a good way! Not going to argue against the theme change as I can't recall anything similar being made in the past.
  4. The latest updates made the map much better but there is still too much open space in general in some places (underground and A site). Visibility in B is awful with all the grates - there's also an infinite amount of angles to check if you have to fight in a post plant situation there.
  5. Really loving the ground fog, adds an incredible layer to the atmosphere
  6. Yet another update and shrinkflation has hit this map as well! I've reduced the timings from CT spawn to B and resized the building that dominates the site so the narrow corridor that is B main shouldn't be as oppressive now for Ts.
  7. The map is slightly smaller than it seems, at least in my mind so the long sightlines shouldn't be a problem. I've addressed the T spawn issue, adding a new connector to middle/B and pointing the old one to A instead, along with moving the B site towards middle. Will have to wait and see what feedback I get during playtests, too curious how it plays. Radar has been updated, you can see the new path in the 2nd pic. The T middle has now been made a bit tighter, could do that for the rest of the map possibly. The colour temperature has been adjusted to match the skybox a little better, there's not so much harsh mid day light now.
  8. Almost made it to the last page, but I've been reworking this so many times I need to stick to a layout for playtesting for once. Any feedback is appreciated!
  9. Quite liking the B bombsite, I think it should be kept exactly like this until release. That tall ladder seems excessive - it could be combined with the big "drop" slope to have a path to walk up unless it's set up intentionally to play like this. Not liking either of the Mids, just awkward claustrophobic yet long hallways with some harsh angles to clear. Will definitely give it more plays through the week, it does seem like one of the bigger maps but it also works somewhat well.
  10. Workshop Link Wishful thinking got me to visit Mapcore every few months for a contest and well would you look at that! It was bound to happen one day. Currently I'm working on a remake of an old map, but that won't fit the rules of the contest and my previous Exotic mapping contest entry was already uploaded to the workshop - does it count if it was only uploaded for CSGO years ago? Initially I was set to do Annecy as I just visited it this February and it was amazing in person, but that already is taken so I'll go with my 2nd choice - the sunny UK! I'll be focusing a lot on interiors and elevation changes despite what the pictures might suggest - but that will all come down to testing. My favourite maps are Overpass, Overpass, Overpass and a little bit of Inferno and Cobble thrown in, so if you don't like those then this won't please you at all. Good luck to everyone, I'm hoping to post regular updates and a greybox soon.
  11. I've got an old DE_ layout based on Monastery's style (from 2015 or around that time) that I'd like to revive, would it be possible to use the assets from this to help me along the way? Full creator credits and so on included, I'll be (re)modelling my own assets as well.
  12. I was shocked to see them not make it but I do see the judges' point, maybe with Mustang's layout not being that great for sure, but the theme was already explored in Monastery.
  13. The A site looks awesome now, you've got clean design in almost everywhere so far
  14. Hey guys, I'm going to have to throw in the towel and withdraw from the competition. I can't get the map to work ingame properly and it's causing me a lot of grief, I've tried to turn functionally everything into displacements and using wallworm (in a way you'd be using propper) to no avail, it's just too much work. It'll take either 2 months to fix it or 3 months to remodel it all and I've not got enough time to make anything by the deadline. Please accept these screenshots in hammer as something that could have been. https://imgur.com/a/k0C0BHx I wish good luck to everyone else and am looking forward to who comes out the winner and play the maps! Thanks for following the thread
  15. Wow, my favourite right now. Great job on the middle! Although not sure if that graffiti is exactly fitting in a setting like this.
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