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Everything posted by Lizard
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https://www.dropbox.com/s/f8uoy5q5ri0azoq/model2.vmf?dl=0 Here you go. Just add smoothing groups on it and this should work as inteded. The problem was with this brush faces. You can't have so many faces in one brush. Hope I helped.
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ITT: Post maps/scenes that never saw the light of the day.
Lizard replied to Minos's topic in Level Design
Payload map for tf2 . I was working on it 3 years ago I think. Builded 80% of the map in 4 days and left because I didnt like it. -
Dear God.
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Can you post a map file here?
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Thanks for this insightful feedback. Map changed alot from alpha2. I decided to start from scratch whole "A bombsite" part of the map. Ct can no longer control mid from very begining of the round. This is how I changed mid: I decided to shorten it ad add some props on the middle so it's not so open. This also allows for CQB combat aswell. Next changes. I changed CT spawn. This adds 3.5 seconds for Ct to arrive at both bombsites. CT spawn: Change to Ct side of the B bomsite: And finally T spawn area: I'm not sure about this. Need to test it with players. The area with fences and crates on the right of the stairs allows T's to snipe CT's and gain a little bit control on the mid. It is a replacement for this window that ppl cried alot Thank you for those warm words. Too bad the only experience I have is the editor experience. This is why I want to learn to communicate with this lovely community and listen to those guys.
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Its because this very top brush. Delete it and check it again.
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de_cargo_alpha3 on 23.04.15 please
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I was going to write about how my map would be different from cache but decided to not to do this. Will post some screenshots so you guys can clearly see how its going to look.
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Use smoothing groups. https://developer.valvesoftware.com/wiki/Smoothing_groups
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Here you go guys!
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Hi guys! English is not my first language so please be gentle. About the me: I'm learning hammer from early 2008 when I started to play Counter Strike 1.6. I was mapping for all of the GoldSRC and Source engine. Never really tested my maps, they were casual to the limit. One sided to the limit and sometimes broken to the limit. Cargo is my attempt to create very smooth (gameplay vise) map for competitive environment. I want to hear your feedback. I want you to be a part of the map making process. I want to learn more than I learned in those 7 years. At the end of the process I want to write down everything I learned and discover with one big .pdf file about this map. I want to include as much data I will be able to gather and make it easy for other peoples to read and understand. About the map: Cargo is a map set in the theme of communist military logistic base that is going to be demolished due to dissolution of the Soviet Union. Overview: Mid area: Bombsite B: Playtesting: The feedback from 7.04 was a little hard for me to understand. First, it was my very first attempt to playtest a map so it was hard time filtering useful info. Someone said that map is to small, other guy said it was too big in some parts. But results are clearly understandable. The A bomb, CT spawn and Mid area were too close to each other allowing Ct's to gain control over whole half of the map in first seconds. As you can see from screens above mid is too long and Ct literally spawn on it. I made few changes to it today and looking forward to test it again. Nobody really complained about bombsite B. So I wont change it too much. PS Doors were screwed by 128 tick server sorry guys This is how de_cargo should look like: This is just a raw presentation of what is in my mind.
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I will post topic later today.
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Why wouldn't you make the download publicly available so we can load it in advance? Sorry guys. .nav file: https://www.dropbox.com/s/l1ch1f259sd7ve2/de_cargo_alpha1.nav?dl=0 .bsp file: https://www.dropbox.com/s/z89kpl3ub8c05yt/de_cargo_alpha1.bsp?dl=0 Radar files: https://www.dropbox.com/s/pr5g3klzfaa3i7r/de_cargo_alpha1.txt?dl=0 https://www.dropbox.com/s/xp8no6l0r6bbrxp/de_cargo_alpha1_radar.dds?dl=0 I couldn't include radar files in .bsp files .
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@Fnuggi .I sent you a PM with bsp.
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Is player able to walk on the roofs? Looks very promising.
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It's all about my laptop and shitty graphic card. Lighting looks good but i can't get shadows higher than low. Will tweak those steps a little bit.
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Hello guys. I want to post some screenshots of my CSGO bomb defiusion map. Map will be tested on 7th of April on mapcore server. It's just raw layout with a little bit of theme. I want to embed in a climate of post communist military base that is intended to demolition. Map was never tested so I'm very excited to play it with you guys.I am very happy with the current state of the map. This is the first time I try to make complete layout to test with other players. If anyone have some suggestions, feel free to post them. Overview: T spawn: Bombsite A from T side: Bombsite A: Bombsite A: CT spawn: Bombsite B: Bombsite B: Warehouse near bombsite B: Mid: Mid: Area leading to mid (left doors) and to B site (right doors): Building in front of T spawn: Mid to A connector:
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Can I have a slot on 07.04.15 ? de_cargo
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Here is bombsite B.
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Here is what I'm working right now. DE_ map taking place in some monk monastery. Hope you like it. It's just CT spawn. I still need a lot of feedback on layout. Those cbble textures and models are just placeholders.
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Upload a workshop link, or something of that manner. You can't really see much of the map from here. Also you should probably playtest it, but you might want that to come later. Workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=382511601
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Here is overview. I'm looking for a feedback on this map layout for de_ map. Timings are: TT-> A= 11 seconds CT-> A= 9 seconds TT-> B= 13 or 10 seconds for "short way" CT-> B= 9 seconds Rotation from A to B through connector= 11 seconds I need a lot of feedback because I want to make this map fun to play and pretty balanced. Feel fre to ask.
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how are the lines of sight from CT? Respawn zone is not mean to be like this. I should consider change this before taking ss. I want to make ct spawn something inferno like where there is closed area. So basicly they will not see A, B or middle.
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Hi guys, this is my first post here I want to get some feedback on my layout. TT spawn is on the left side and CT is on the right side.
