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Everything posted by Muffin
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Anyone have a good tutorial (written or video) on how to make good textures like this with only free software?
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Well the way the map is designed, it looks very modern and not too industrial like. But I really don't know what to do, both work, but for some reason, both also don't work.
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I have a problem. Should I use high contrast Investment/Mirrors Edge esque textures, or more Nuke and train based warehouse style textures?
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That's a very interesting idea. I like it! Also, for these dynamic buy zones, you should add "little marketplaces" so that players gets feel that they are actually buying guns and stuff.
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Looks nice. Pretty standard layout, but the textures look a little depressing (current ones excluding dev textures). Maybe you could btighten the lighting and or textures? For playtests, use this link:
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Fancy white-ish carpets with cool designs without eye damaging colors
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Noice.
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This map brushwork looks amazing though!
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Yes. I renamed the map file to de_unity_a1 though so you might have errors. But yes I did upload it
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Im not even at inferno level maps
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I don't recall seeing you on splinter cell. Also, I only use Source SDK and its built in textures. No external programs
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Done with most of Vaya's requests! New Bombsite A: Middle now has T side cover! New Bombsite B: New/better overview Please post your feedback, suggestions, and bugs! Note: I added player clips
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You can still make a cruise map, but It will just look like you are copying him xD
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Wow. Nice looking stuff
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So, addressing the choke point problem, one of the things is that middle has 2 levels, which probably adds on 2 of those points. But thanks for the feedback, I'll try to get it done when I get home from school. (Hehehe)
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Alternatively, you could simply make the long stretch to t side of b roofed in with lots of electrical equipment and clutter. This would also further optimize middle.
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I think this is what makes Dust2 so good. The long rotate times, the fact that T can watch CT rotate and the way the bombsites are made, The fact that A-site is "above" the rotate path makes that bombsite very special, and B is just hell to enter as CT. 1.6 used to be a lot better for taking B. door was flipped so you could check car and then use window to check backplat. No idea what the door was flipped Maybe it's because Valve wanted players to enter B site with cover against players playing car. How ironic
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Currently, middle is open, but not too open. A lot of the places aren't too big though. Have a test on it And a lot of the areas have pillars and sculptures as natural cover.
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You could always friend a bunch of people and host your own private server with a 5v5 if your internet can support it.
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So I ran around on the map a bit. It looks great. But the middle area with the long path towards T side of B seems a little bland, and open.
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Lol. I just finished the nodraw and I am going to upload it in like 20 minutes.
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I can't wait for this to be in an operation. I swear this map is probably going to be the most played!
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If the layout isnt done, then post this in the 3D sectionn of the forums and arrange some playtests. When it's done, post the map here.
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Lol no one has said anything about the map yet xD. Anyways... Added some nice ball sculptures to CT lobby at A Lots of more pillars! And power generators at B