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GPuzzle

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  1. I did follow, yet they're a bit off (just a bit, though).
  2. Well, crap. My radars don't work for some reason. That's literally the one thing I'm missing. Damnit. EDIT: They should be woring now, I figured out my problem.
  3. A WIP alpha map, with a WIP alpha name, which doesn't even have radars. Yup, it's not good at all. The Steam Workshop Link
  4. GPuzzle

    de_antium

    I suppose I'll get no feedback anytime soon, isn't it? Ah, bollocks.
  5. He said it's Quake 1.
  6. GPuzzle

    de_antium

    Antium is a map that I've been working on for a while now. The layout is quite balanced, if a bit too boring. I've considered calling it Schloss and changing the whole feel of the map from Roman-esque town to German castle. Only time will tell. Mid might be one of the areas where this map feels boring. Little to no height differences, excepte for Short A. The CTs have a window akin to Mirage, but the main advantage from the little peek spot is the ability to flash and smoke people at Short A. B is relatively easy to enter from mid, as well. A is tight bombsite that favors rifles and wallbanging. Smokes might be key here, but remember that the walls on the church are wallbangable. B is the most open bombsite, but with a few flanking routes on the side to help decide the outcome. Expect some AWP battles to happen here. An overview of the map. Short A has been cut from the picture for unknown reasons, but it's there. Finally, a link to the Steam Workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=421437425
  7. Some crappy pics, but at least they're pics! Also my radar pics have a tendency to go extremely badly.
  8. Well, you could make it so it's an ex-colony somewhere on Central America. It'd be interesting, a change in how the map feels.
  9. Possibly insane.

  10. I've been working on a map for a few days now, finally got the whole layout complete. I suppose the layout works fine, now I just need to build the architecture around it, as well as getting cover in B.
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