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flexsta

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  1. flexsta

    de_cetza

    Another mapcorian is currently trying to make an "aztec" map without obvious references. As with all of those linked pictures, they are all crumbled buildings that were once taller with large amounts of grass around them. I really don't think the theme lends itself to counter strike gameplay at all. Small mediterranean towns and business/industry areas are so popular because they naturally lend themselves to what is required. People can get creative ofc, but naturally built up / inhabited areas are just easier to work with. I don't think the guy is working on de_meso anymore (Am I mistaken, i
  2. flexsta

    de_meso

    Define expand? Wanted to enlarge the map to make the rush distances and rotation times longer without breaking the design because I actually like how the map is put together but I realized that its just too small. I think you need to compress the height of the map. Your ramps look very steep and make for "shooting each others toes" gameplay which is annoying and ineffective. Generally you want something along the lines of a 2:1 height increase for stairs/ramps; 16 units along and 8 units up is a good place to start for steps. There might be too much elevation although it was one of the t
  3. flexsta

    de_meso

    OK I will try with a more specific question, to get some feedback. As of now the timings on this map looks like this: CT → A: 10sec. CT → B: 11sec. T → A: 10sec. T → B: 13sec. CT → T: 18sec. A → B: 12sec. So that's quite horrible, does someone have some ideas on how I could expand the map without breaking the design and flow of the map? sorry, not sorry for bumping
  4. flexsta

    cs_estate

    Really sick! can't wait to play this! not sure my memory serves me correct, but wasn't there a ramp leading down to sewers in the old version? that could be a pretty breaking change considering how easy it is for a camping T to kill any CT's coming up a ladder to bring the hostage to rescue area.
  5. flexsta

    [CS:GO] de_reato

    Looks pretty nice, although i seems like you've used the jungle skybox, which might be a little odd considering there are no jungles in Italy and the mountains around the French/Italian border are the Alps which have snow covered peaks.
  6. flexsta

    de_meso

    DE_MESO by flexsta Preface Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=418379894 Info: The map is still quite early in the development process, and I originally I just wanted to start out making a greybox again, but one thing led to another and now the map is textured and a few details have been added, that said, pretty much everything is still eligible to be changed and some parts of the map are still very much untouched when it comes to detailing. (like the area around T spawn) and many of the props are placeholders, there are quite a few crates around
  7. Wow... I'm so far behind!
  8. Thought it would be fun to see how many hours people have in the CS:GO SDK. Also comparing it to how many hours people have in actual CS:GO? For me: 360 hrs in the SDK 492 hrs in the game I have no idea if that's a lot or nothing compared to others, but I'm pretty sure a lot of the talented people on this forum have more hours than me.
  9. I think you guys need to be careful, I mean this seems like a really generic concept, can't even explain how many times I've seen these types of maps. Maybe you guys should try something different, like, a three lane map with a lot of connectors? - It just seems like a waste of talent to make this kind of map when you could try an make something new!
  10. A little something I'm working on, it's pretty much only world brushed and some props at the moment, but I thought I'd show it anyways, maybe you guys have some cool suggestions I could implement before the map gets too detailed. Also note that the textures are not final at all, they are mostly placeholders that I've used to figure out the theme of the map.
  11. Looks super slick! - have I seen some of those textures in de_season?
  12. Haha, why xD? Well since I'm at work I'll have to rely on my awesome MS paint skills to explain this:
  13. funny thing you asked, I have some old concept art sort-a-stuff i did some years ago, its pretty bad looking at it now but you never know what'll spark other peoples imagination and I will therefor embarrass my self to show you this. I would honestly say go ahead and try to make a photo mashup yourself its not too hard to get half decent results. And you probably also have a better understanding of the topic youre searching for
  14. I shall name this the Pokéball layout!
  15. While I do like the overall structure of the map, I think it needs quite a bit of tweaking since as it stand it seems incredibly CT sided to me. Also, while looking at you workshop overview it seems that you have created the entire map on a single plane, which is not at all the right way to go about creating the map, also from the workshop overview it seems that the entire map is just too small, like I wouldn't worry so much about making more corridors and what not, I would worry more about making the existing corridors and areas bigger. When you reach the point you're at now it's a good
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