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Muffin

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Everything posted by Muffin

  1. You could add bright lights, fire, and maybe some moving objects
  2. Don't you need a verified school?
  3. Muffin

    [CS:GO] de_sac

    Better view of the tree thing Back yard near T spawn I've been trying to detail the house near B. The lighting isn't being nice, but it's coming along. no need to rush the updates. Take your time.
  4. Lol. I thought to myself man this looks like de_obelisk, I ran around it yesterday but now I realize this IS de_obelisk but with a semi-new theme
  5. Muffin

    very thin objects

    Well that's just weird though. How do you make thin metal panels? Plywood? Vents? I meant in general for the basic structure of things. Vents, wood, metal, stairs, those are ok. But like making a giant tower out of 8 unit brushes is pretty crazy.
  6. Do you have a steam account? If so, what is your username i'd be happy to friend you.
  7. Is there any way to create cs go models using free software? Like blender? I want to craft some custom models later on for my map and I don't know how to make them. If there is a video tutorial or something I would appreciate that as we'll.
  8. Muffin

    very thin objects

    I would never go below 8 units on the grid unless you have stairs. You could probably find a rope model online
  9. Muffin

    de_cetza

    This is final.
  10. Muffin

    de_cetza

    Oh dear. Post has been updated.
  11. Sorry about this but I submitted de_cetza for a playtest but I realized the nav wasn't working. So here is the external download. https://drive.google.com/file/d/0B_k0UFdYr2LcTHItbzdNa3dnUGc/view?usp=sharing
  12. Muffin

    de_cetza

    I've been doing lots of work too de_cetza and i've made it ready for a playtest. The google drive is here, if you cant open it, please tell me . https://drive.google.com/file/d/0B_k0UFdYr2LcUXR3ZGJsUmxtY00/view?usp=sharing Nav file https://drive.google.com/file/d/0B_k0UFdYr2LcTHItbzdNa3dnUGc/view The IMGUR picture album is here: http://imgur.com/a/zTo1C
  13. Muffin

    de_nadir released

    Nice job with the workshop success rate . This could be operation level of map viewer and sub wise.
  14. Here's some feedback. I would refine the timings. A lot of the timings seem a bit off and you should just go through them again and make sure Ct's get at least 1 second before T's enter. And that's barely cutting it. Another thing is how unstable the map feels. A lot of places feel very easy to fall off and I end up worrying about not falling instead of killing people. This isn't too much of a problem but take t side a platform. It doesn't have bars and it's also very thin. In fact lots of the paths are very thin and I would try to make em a little wider for more elaborate strategies and sp
  15. I think it looks very bland and unimaginative in the passageways. They are gray, dark, and not very friendly looking. I would either try to brighten the color palette or make the pathways more... interesting
  16. About 1200 in both, yet again, I idle like 700 hours in each. NEVER CLOSE THE PROGRAM
  17. Muffin

    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, is
  18. Muffin

    de_cetza

    Yay a compliment! Are there any layout issues though, or problems you see? Not really, I just love the double angles you can take everywhere, makes it exciting to hold and to attack. The spawns is also great, because you have clear indications of where to go, it just looks great that way. I would have to try it 5v5 for a couple of times before I could give you anything more than that. Should I step it up, finish the clipping, make a better skybox, and then submit for a playtest?
  19. Muffin

    de_cetza

    Yay a compliment! Are there any layout issues though, or problems you see?
  20. Muffin

    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
  21. Muffin

    de_cetza

    You might want to build on it, but you can't just make it up. Working from reference is very important, and the point of ruins, is that they're ruins. Meh. Trust me Itl be ok dude. (Sorry if I sound rude) It's advice, take it or leave it... So do you suggest simply switching themes or attempting to find aztec/ jungle ruins references ...
  22. What Jackophant said, but if you do happen to keep jumps, make sure they aren't gamebreaking and give a fair reward, instead of simply access to a path that you would already take(Jumping from ct spawn onto Ct to A path which you would already do) (For example, a jump that gives you acces to a non-op ledge two player heights above ground.)
  23. Muffin

    de_cetza

    You might want to build on it, but you can't just make it up. Working from reference is very important, and the point of ruins, is that they're ruins. Meh. Trust me Itl be ok dude. (Sorry if I sound rude)
  24. Muffin

    de_cetza

    I'm going to build off of the Aztec map theme wise, but you'll be surprised about how little large angles there are. CT spawn has a angle all the way down but that's reallyit. I suggest you take an ingame look . Most of the wide passages are In the non choke point areas that are not meant to be used much
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