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Ammy

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About Ammy

  • Birthday 03/30/2001

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  • Real Name
    Douglas
  1. i think i've thought of a theme: a sort of shanty town by the sea. the bridge should be built up like one of these houses http://upload.wikimedia.org/wikipedia/commons/7/7b/Jakarta_slumlife66.JPGso its made up of multiple bits of metal and whatever other stuff. I don't really know if thats enough also just noticed the theme has kind of already been done by rush, but i dont think that matters?
  2. well right now the gap is 176x320 units and 240 units tall, but it could probably go a bit taller than that
  3. I'm no professional gamer, but I can volunteer. I have a pretty good PC so I should be able to run it great.
  4. earlier on my friend was looking through some things and found out about trignac foundries or something like that and showed me this post on tumblr: http://leveldesigninspirationmachine.tumblr.com/post/111729855303/feeding-my-eyes-trignac-foundries-a-famous-place I was planning on making it like that but I'm too lazy and impatient to learn how to use blender and programs like that so I just used inferno theme. unfortunately I have no money to pay so even if you can just point me to something that'd be cool
  5. Ok, an update: https://www.dropbox.com/s/89k5un83f63bl40/bihwha.zip?dl=0 (zip download with map, no radar because i'm lazy and changing stuff a lot) a few changes to B, mostly ones that you mentioned changes to mid, I didn't really understand the bit you said about stairs so I just did this so both sides could snipe n stuff couple of changes to A, all temporary cause nobody ever seems to want to go A. I guess the sexiness of the textures on B attract everyone I play with blast from the past: a screenshot from a map I was working on from almost exactly a year ago, but gave up after realizing nobody actually likes hostage rescue today also marks the point where my hours in the SDK go past my hours in csgo (283 vs 279)
  6. Unfortunately I can't edit my map for the next 3 days (unless decompiling won't hurt the map too much (because it only messes up areaportals and displacements or something, right?)) so I'll get onto everything you've said when I can
  7. Here's what I quickly threw together for moving CT spawn forward. Haven't tested it yet, though. Edit: I won't be able to publish the moved forward version of the map to the workshop for about 2 hours. I'll probably be back by then.
  8. I was thinking of moving CT spawn closer to everything, actually. Just haven't been 100% sure so far, because it might make them too close to B. I've timed A site for both side and I think I got CTs there 2 seconds before Ts on the same spot each time.
  9. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=399160784 so I've been working on this map since tuesday and I'd like to know what people here think needs to be changed. this is the radar image. For some reason the stairs are almost unrecognizable but whatever. The red box is a room, I put the outline so you could see it better. I'll take any feedback. (the maps theme will be the same as inferno because I can't make anything custom)
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