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Freaky_Banana last won the day on May 29 2020

Freaky_Banana had the most liked content!


About Freaky_Banana

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    Fast Compile Criminal

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  1. 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 really huge double doors as the entrances on both sides. Something like this but 5/3 the size: In any case, excited to see, where this is going!
  2. Holy hell, that is some REALLY NICE barbershop signs!
  3. 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!
  4. 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.
  5. 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!
  6. 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!
  7. 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.
  8. I really like the visual idea for A site! I will check it out in game, when I get the chance.
  9. Additionally, using cover to your advantage is a core part of playing CSGO. As the map maker you have the opportunity to guide your player through your layout as well as show them the best positions from where to play it by means of placing cover in the right spots. The best maps use the level architecture to generate much of this cover and the according "flow" of the level. All that is just to say, your layout and your cover placement have to work in tandem. You can't really finalize a layout without knowing your cover.
  10. Freaky_Banana


    Thanks! The software is called PureRef, it's free if you want it to be (meaning they only take money on donation basis), but honestly I've found myself so happy with it, it is definitely worth a few dollars!
  11. Freaky_Banana


    Ok people, there has been a development, but not of the in-game type. Despite all the corona-caused financial troubles, I have just clinched a full-time job. This means I am more unsure than ever how much time I will be able to spend on Oakwood as well as when. I will probably keep spending some of my evenings with it, but there is a lot to prepare and then a lot to adapt to, so it might take a while. I'm certain this isn't goodbye, but certainly not the devlog I had been hoping to put out today. On the other hand, though ... - HEY, I'VE GOT A JOB, HECK YES! - So I will see you people tomorrow, or next week or month or whenever
  12. Freaky_Banana


    That quarry is an insanely cool area!
  13. Freaky_Banana


    The post has only the best pics, find the rest on imgur: https://imgur.com/gallery/CQKlVkK Ok people, I haven't finished A side, outsides or middle yet, but I'll be unable to work on this for the next two weeks and wanted to deliver some on my promise before then. So here is a look at the map's new and (hopefully) improved B side. As always, everything is fast compile and temp textures, because full compiles LITERALLY KILL MY LAPTOP in this heat. - B Site - - B Caves - (this hallway is not part of the playable area). - Skywalk - Credit for the glass textures to Skybex and Yanzl from cs_cruise and Puddy and Yanzl from de_breach! Thank you for being able to use these now, long-term plan is 100% custom content. These shots are only meant to summarize the general style of the B area, you can find more detail and some descriptions I whipped up for the rest of the pics on imgur! https://imgur.com/gallery/CQKlVkK Cheers, see you all soon
  14. I can't read the caption, but I will be damned if I let Hammer-ception go unliked!
  15. Freaky_Banana


    Ok people, I've been working a bit on this again lately, and I finally got around to making a proper canvas of reference images. Here it is! This goes along with my attempt at nailing down the first art pass. I've also finished a large amount of mostly small layout changes - the bigger ones I implemented are roughly the ones shown in the post above (finished those as well). So hopefully I will soon have some finished first pass pictures to show you, stay tuned for that.
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