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laerth

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laerth last won the day on March 29 2016

laerth had the most liked content!

About laerth

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    laerth
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    designer

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  • Website
    http://steamcommunity.com/id/laerth/myworkshopfiles/

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  1. laerth

    [CS:GO] Thrill

    Cool map! Love the visuals. Some feedback: -The grass is a little repetitive, maybe use displacements w/ grass + gravel/dirt? -Unless I'm mistaken, I didn't hear any ambient noise, felt a little dead w/o it -The low metal shop/rolling door at A felt like it was hindering molotov/smoke throws, maybe intentional?
  2. laerth

    [CS:GO] de_slate

    Yeah, walls often tend to provide most of the visual interest, but this time around I wanted to see how simple the walls could be while relying on shadows and sky/floor detail to create interesting spaces. Also, I guess I really just enjoyed how the foliage shadows looked against flat concrete, for which a rooftop garden is well suited. If I was a better modeler I would have made my own trees... And yes, I struggled with how similar everything looks. I tried to differentiate areas with slightly different overlay decals and flowers, but yeah, it kinda fails the squint-test. Haha, glad you noticed the absence of crates.
  3. laerth

    [CS:GO] de_slate

    Thanks for the feedback. Re: colors, yeah, I was going for a more monochromatic look, but you're right: some splashes of color here and there might help differentiate areas. I'll explore some ideas. Ah, I was not aware of the 7-day workshop spotlight time limit. I'll definitely consider re-releasing it.
  4. laerth

    [CS:GO] de_slate

    I entered a very early version of this map in the last MapCore competition, but I couldn't finish it in time. I recently devoted a lot of time to polishing it up (and struggling with an assortment of Source headaches), as well as addressing some of the original feedback. So here it is! I'd love to hear what you think. Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=476209350
  5. laerth

    de_nadir

    I understand, and thanks for the kind words.
  6. laerth

    de_nadir

    This map is original to me. See: http://css.gamebanana.com/maps/10923 or my original post on interlopers.net http://www.interlopers.net/forum/viewtopic.php?f=4&t=8456&hilit=de_beroth#p93547 This map was never part of any official CS:Source release. It was a third party map I released in 2006 that some people played on servers, but that's as far as it went. I also never actually finished it (never left _beta phase). Perhaps I misread the rules, but I assumed "must not have appeared in any prior versions of Counter-Strike" referred to official maps. I've made significant changes to the layout, cutting out a big chunk of the first floor, rebuilt/relocated B bombsite, segmented some of the open spaces to constrict flow, etc.. Try out the map and you'll see that, while some of the core elements remain, there have been quite a few changes over the many months I've been working on this thing. Anyway, I apologize if I've misunderstood the rules. I'll be bummed if you exclude it, but it's up to you
  7. laerth

    de_nadir

    I just released a big update to de_nadir with a simplified layout, better textures, and a revamped B bombsite. Really curious to hear what you guys think. Thanks! Workshop Link More screenshots:
  8. The whitebox is a little sloppy at the moment for iteration's sake, but I do try to make most angled brushes conform to grid ratios as much as possible, such as 1:1; 1:2, 1:3, 2:3 etc. One example is the stairway at T spawn:
  9. I pushed a new update to workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=476209350 I simplified the layout a bit, removed redundant paths to bombsites (each site has 3 entries now instead of 4), added bombsite decals, reworked the CT->A connector, added a shortcut ramp to the top of the curved staircase, and clarified the overview image. I still have more improvements to make, such as reducing the number of corners you have to check, but I wanted to get something out before the end of the weekend.
  10. Thanks for the critiques, everyone. I think I may have been overthinking some of the bombsite taking/retaking scenarios and in effect tried to solve problems that didn't really exist. I'll make some changes this weekend.
  11. I'll spend some time simplifying/reducing redundant routes and clarifying the overview. Here's a connectivity map in case it helps (purple lines = one-way or boost): Maybe making the following cuts might help? Or not enough?
  12. Edit: Released! Original post: Withdrawn -- won't have time to finish. Steam workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=476209350
  13. Here's an overview image for de_slate... just a whitebox so far, will need some testing soon.

    de_slate_01.jpg

  14. laerth

    de_nadir released

    Thanks for your feedback. New version is up: http://steamcommunity.com/sharedfiles/filedetails/?id=426005068 The most significant changes since the original post are: Added a new path into the B bombsite from the Alley.Put up some walls and moved the catwalk bridge to reduce the paths/sightlines into A bombsite. Should make controlling this area a little easier.Allowed CTs to cross over the fence at Alley. Ts can boost over.Full changes here: http://steamcommunity.com/sharedfiles/filedetails/changelog/426005068
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