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Freaky_Banana last won the day on May 29 2020

Freaky_Banana had the most liked content!

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About Freaky_Banana

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    Fast Compile Criminal

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  1. OK, small update: Gameplay is locked in for now! The current workshop version is the one that I will add the initial 3D skybox to. After its implementation I will get in contact with creators and try to involve their communities to help playtest somehow (wish me luck!). From that point forward I will make pretty whatever part of the map I feel like is going to remain relatively untouched.
  2. I've pushed a new update to the workshop (hopefully gets approved tonight). https://steamcommunity.com/sharedfiles/filedetails/?id=2392048922 Mainly I've removed a slice of the plantzone that was on the Terrorist end of the bus as well as the possibility for self-boosting into the window from the street (by insetting the number plate). Also there were tiny fixes and adding more believable cover/detail, for instance these doors for the houses or an electrical box on the side of the train station. And @blackdog , I agree on that approach. For now I am a little bit hesitant t
  3. Thanks for your reply! I agree that simplifying the other areas should help reduce the feeling of being overwhelmed as a CT. In fact, a change sort of like what you sketched out for the train tunnel is something I had planned to implement regardless of the potential boost changes. Maybe that difference alone will help reduce the uncomfortable feeling to an acceptable degree. Here are some WIP progress pictures of what I did: In addition I rotated the train station and repositioned the cars in an attempt to create a more natural defensive position for CTs from which they can access the b
  4. Hi everyone, there's been more playtests and I want to share with you something that I've noticed and am struggling to address so far. It concerns the discrepancy of what playtesters report as problems and how they actually play the level. I have found that at least on this map specifically, my playtesters express concerns about possibilities that rarely have any relevance in their games and that work exactly as intended when they do ever so rarely happen. I'm hoping that some of you might have relevant experience or advice for me on how to deal with this dichotomy of what playtes
  5. Hi everyone, time for an update! I recently did playtesting with some people from the SE discord and have gathered valuable feedback on my latest version (I had shifted CT spawn onto the beach, see the radar of what we playtested in this Spoiler). EDIT: Workshop version of changes now live! https://steamcommunity.com/sharedfiles/filedetails/?id=2392048922 The Positives: The Downsides: New Changes (with pics): I really hope that these changes make the map more intuitive for all players. I think the previous version fell short b
  6. Freaky_Banana


    The theme of this map looks really cool and I think your first "pretty corner" is gorgeous! I'm very much looking forward to what you will do with this project, but as you rightly said, the layout seems suboptimal for competitive 5v5 in its current state. Keep it up!
  7. Freaky_Banana


    I really like the way CT Spawn looks. For middle I haven't checked it out in game but maybe you will want to add a little more contrast there. It all looks quite flat, grey and same-y, even though the lighting does help out a bit. Edit: I checked it out in game now. From CT side all is fine but as a T I didn't have the faintest clue where to expect engagement in mid. And even after I had picked out where the defense spots were, it was hard to judge depth. Colored walls or some plants would really help with guiding attention to the right spots and giving sharp edges or features by wh
  8. Hello everyone, just in time for you to play over the easter break, I have pushed an update to Loreley addressing the feedback from the last playtesting session. Yiu can find all updated screenshots at the imgur link: https://imgur.com/gallery/yfOQJZQ
  9. Hey, this layout looks really interesting! A few remarks from just running around with bots: B seems very easy to take. Seems like you really don't want to be stuck in the site. Also the main A path for Ts doesn't feel super great, just a little too contrived. Similarly for CTs, the courtyard feels a little too open? But that's probably intended. Finally, I hope this radar reflects new updates that simply aren't on the workshop yet, because I think mid would benefit from having less tight chokepoints. If you want to make mid go through the church, maybe think about making some of these real
  10. Holy hell, that is some REALLY NICE barbershop signs!
  11. Thanks for your great feedback, Zombi! I agree with a lot of these points. Spent some time today to address them: Changes are now live on the workshop version. Cheers!
  12. Alright everyone, workshop is up: https://steamcommunity.com/sharedfiles/filedetails/?id=2392048922 ! I couldn't be bothered to deal with TAR and instances, so I offer you this crappy 2015-looking piece of overview instead: Please excuse me for it ... I swear I will make a pretty one once the geo is locked in. Oh and I chose to make my own truck models, because the prop_static ones I used before had shitty hitboxes.
  13. Thanks, great to hear you like it! This it the first time I am really moving past simple greyboxing. I am also really interested in finding out how that crawlspace plays. Bots are just way too stupid for that sort of thing ^^. They barely even use the beach / house routes... So there is a lot to be learned from a playtest!
  14. Freaky_Banana


    I was already wondering what you were working on all that time in the SDK . Looks great, I will definitely check it out with bots!
  15. Long time no see everyone. I finally started up Hammer again and worked on this a bit. I created a new path inside the house, reproportioned the map and gave it a new dark aesthetic, just because. What do you all think? More pictures on Imgur: https://imgur.com/gallery/kLiYONZ Layout picture to follow. I am working with MANY instances and that's a pain for Terri's Autoradar. Please feel free to message me, if you've figured out a smart workaround / fix for that. Workshop link after Overview is done.
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