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Freaky_Banana

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Everything posted by Freaky_Banana

  1. I have a suggestion here. Maybe you want to make the T Spawn a place with connection to a river, on which logs are brought to the facility. Just add in a rather big building with a crane or something. Alternatively I brought you this picture:
  2. ok guys, sorry to have left you waiting yesterday, there was an unexpected and yet important demonstration to get to . But now here are the promised screenshots. Cheers!
  3. Heyho guys, some new hot updates rolling in. I finally came to doing some of the texturing I had wanted to do. Unfortunately I can only upload the updated version with an overview on saturday, since my screen capturing doesn't work on the laptop when in fullscreenmode. So for now, you will have to see the changes from editor views: Feedback is superappreciated :3 . PS: Sorry I just couldn't hold this back until saturday, I am too hyped for having made progress !
  4. Heyho, so I had a run around the map doing some exploit hunting . This is what I found: multiple game-breaking selfboosts all around the map, a not properly lined up radar, ridonculous wallbangs (and I bet those were NOT intended ) and also no collision props. I would suggest to you to just player clip all of the roofs, fixing the models (the sign in B-site and the box towards T's mid exit in that small room (from which I found an awesome one-way wallbang to where the CT's sniper is going to defend mid presumably)). For the rest of the wallbangs it could be benificial if I just joined that testing group to show you ^^. I have to mention here that I love the map's theme and that I really like the architecture, so keep going please ! Cheers!
  5. Ok guys aside from the FPS topic for a second: I had a quick run around the map and I think that the downstairs part looks really cool. This is contrary to upstairs. The readability up there is aweful, it's clutered with stuff (which results in nonsolid props ; I really hate those!) and the area just doesnt feel "clean". Also there are way too many colours visually standing out which results in confusion about where to look. I think that that area should get a huge amount of cleaning up, just somewhat making it more linear and nice to look at. But further adding to the FPS stuff: My laptop didnt manage to run the map fluidly (it is somewhat of a toaster though so don't think this'd be the case for everyone! I am even pretty sure the big PC I use on the weekends would manage quite well.) Cheers!
  6. Ok guys, update time ! I have worked on the map sporadically over the past few weeks, trying to texture some stuff (very little) and optimize gameplay. The most significant changes are noted here: - I added extra walls in mid (look at the screenshots) and adjusted the timings of the T's arrival --> CTs will be everywhere on the map about one and a half or two seconds earlier than Ts will (except for A Long and mid which they both reach at 10 for A Long or 7 to 8 seconds for mid) - I made the jump onto the boxes easier in mid and lowered mid's floorlevel a little - You can now just walk up onto upper mid from ontop of the boxes instead of having to jump - I removed the long stretched boxes in the big connector room between CT Spawn and B I have (which I am sure many of you will appreciate) started adding in entity-models and doing some proper lighting (that actually has a source! -->lamps ) But now: Screenshots !
  7. So does this tell us that we should be expecting updates ? *hope*
  8. Very awesome indeed ! I love the layout idea too, keep going here!
  9. Hey, I wanted to cancel the playtest for tuesday please. I am going to start detailing a bit in the areas I feel sure about . Thanks in advance, Cheers!
  10. Ok guys, update time ! So after the playtest I have now rebuilt parts of the map to be like feedback suggested. I have created an entirely new area around balcony, to make mid less T sided; I have widened and lenghtened B and adding in new spots; The big block was taken out of middle and a new path for rotations into security from CT Spawn was created; The cover in the centre of A site was deleted. I also added in a new way into the tunnels infront of B from the new area where balcony was to make takes easier by opening up more entrances. Now without further ado: screenshots of the new areas .
  11. So my dear, I want to just collect most things I noticed immediately when playing the level. Only two Terrorists will spawn into the level, so the CT and probably 3 T Spawnpoints dont work. Try to lift them off the floor in the editor (32 units). You forgot a nodraw texture behind B, you should disable shadows on the fence on the floor infront of B. I feel like there was too strong verticality in the actually played areas. The passageways into A are really narrow, especially the "short" route from middle to the back of the site. I feel like the mids were too wide and open, but that'll only show in a playtest. I do not like the ramp things in the mid areas. They feel unnecessary maybe just add in a horizontal floor after half of the ramps height and cut off the lower rest. I have to say that the textured areas look great, I like them a lot. One little thing though, I found the red railing on B which sticks over into the air too look really weird and irritating. I'd remove it, if it isn't essential to gameplay (which I couldn't test ofc because the CTs were inexistent ). I hope to see some improvements made but I can actually see this map going a long way, if I am in a position to say so . Cheeers!
  12. So I myself also had a run around the map with bots. Some of the impressions I collected: First of all the map looks good (I especially love the container homes and the stones in mid. I have to state though, that I felt like the props were not corresponding to a main theme. Second the gameplay: The navmesh on CT side seems really mucked up ^^. CTs keep getting stuck on the door at B and just rush mid most of the times, where they wait, until the bomb is planted(otherwise they like B for a roundstart). Ts seem to plant on A usually, and I have to say, that A is hard to defend, since there are many angles the Ts could come from (given they have taken mid, which happens often because it favors Ts thanks to being able to just smoke out the one single CT entrance to it from their spawn). I don't know if I just took the wrong approach here, by defending from down back at the foot of the crane, But I also had problems retaking A (especially since the CT bots were all stuck on that door xD). There were just too many Ts in the site already (btw the readability is bad with the box in the corner of the site closest to CT Spawn, Ts have almost the same colour ). I would suggest removing the back of the road like thing in the back of A towards CT side. It's tough to check without running out in the open, turning your back on the actual site. B looks cool, although I imagine it being a tough charge for the Ts to get into the site. Once they have it its great though . Rotations are easy to hold down for the Ts, by controlling the hall infront of mid (on CT side) and the underpass to A. No one wants to run around through T Spawn, when the bombs ticking. That'd be it for now, if I remember anything else later, I will comment again . Until then keep up the good work! Cheers!
  13. Ok guys, time for an update with the playtest coming up: I have done several fixes to the map, including: Adding in a big box in mid for balanceing the area, creating a larger lobby-like room in front of A on T side, making the ceilings higher in B Site. Furthermore I have changed the timings a little bit, so that CTs and Ts arrive at their positions in mid at around the same time. Here is a full list of the timings: Ok I edited everything in ! So for now I am just looking forward to seeing you later for the playtest ! Cheers!
  14. yea I'd love to test it too. Furthermore, judging from the overview the walls are 16 thick so AWPs can wallbang pretty much every wall on the map. Running around that map you will live in fear o.O !
  15. As I said a little bit of cover on the bombsites to hide from nasty awpers should fix this.
  16. Well if this what I am assuming here is correct:then I congratulate you sir, because this layout looks heck 'a solid in my opinion ! There are tons of ways to get into the bombsites for Terrorists, while CTs seem to have the highground. A could be hard to reach though, since you have to run through a narrow corridor or the wide and open mid. I am uncertain but am not counting the route through CT Spawn. The only thing I dont like about the map is how extremely open it is. Just try giving railings to the balcony parts around the bridges just as the bridges themselves. This way it is easier to smoke them, to get them on fire and to take a firefight from on a bridge. Also you should maybe add some cover to the bombsites. Cheers! PS: I am unsure, whether the small thing I circled pink on the overview is a window or not. If it is, remove it! The sightline into B is OP !!!
  17. small bump. I have added in the new lighting suggested by Vaya (thanks! It looks way better now .) I have also worked on the A to mid connector and above all the CT Spawn. It has a completely new design, made for better gameplay and nicer visuals . screenshots were edited into the first post, and are otherwise to be found in better quality on the workshop page . Cheers!
  18. up to now there is no reference. Everything is entirely from my imagination. Also I want to change CT Spawn asap, to delete the huge sightline almost all the way from A to B. I was thinking of a sort of lobby area with a reception desk with a huge wall behind it. I am going to post a bsp of the new CT Spawn here soon, but I only have access to a PC with the actual game and the possibility of playtesting on weekends, which slows down the process considerably... On the two design tips: 1. Thanks a lot jackophant, 2. I was only a bit lazy: I simply wanted to show, that the roofs are roofs, whilst not tearing up the graphic style of the greybox completely. I just googled the texture as a quick example, I was thinking about actually using it though, so thanks for sending a better one. I am not as experienced at this stuff as you guys are, so I am really greatful that you help me out .
  19. I already use a light_environment, but I did not quite figure out yet, which angle I could use to maximise the amount of outside space which is lit up, whilst still having light shine in through the headlights of CT Spawn. Also I am no good at fixing the brightness as of yet ^^ ... Have you got any suggestions, which map's light_environment I should use ? I am going for a clean, white, modern look on the inside of the buildings, while having a dirty and rough white texture on the walls outside. something like this:
  20. Thank you very much jackophant . And if I may mention so, I was quite succesful at Urban Terro too. My Clan (3 people ) were playing first league of Urban Terror contests .
  21. ALL IMAGES FROM THIS THREAD FROM NOW ON ARE TO BE FOUND AT THIS IMGUR LINK: https://imgur.com/gallery/wlIyh1A Heyho guys, I worked on this map for a while now and am confident enough to put this out there. As a firsttime map, I don't see it as even close to really good, but that is also one reason why I threw it out here. I wan't to collect as much feedback as possible, so I can make the layout better, before detailing all too much of the map and just being angry about having to delete whole finished ares for gameplay's sake. so now, let's get to it: http://steamcommunity.com/sharedfiles/filedetails/?id=518398249 Cheers, enjoy the map! PS: A bit of story, to why the Terrorists want to blow up this german surveillance facility. After all the scandals surrounding governments spying on their own population, these freelance Terrorists have decided to do good to the privacy of everyone and blow up either the technical support required for a surveillance satelite (bombsite B), or the local servers which store the gathered information for a short while and which are absolutely crucial to keep the facility running (bombsite A). Now using the very same technology which it is the aim of the Terrorists to destroy, the Government has overheard a phonecall of the culprits, talking about their plans and you, as a loyal to the state policeman are sent out to defend the facility. Which side are you going to choose ?
  22. HeyHo guys! My name is Freaky_Banana (or REDBLUTBAL inGame), I am from the USA but have lived in the southern parts of Germany for almost all my life. Therefore german is my native language, eventhough I nontheless love talking to others in english. I originally got into mapping through another first person shooter game called "Urban Terror 4.1". I had already played that game a lot, when a friend of mine and I got the idea of how cool it'd be, to build an own map, with our personal favorite areas from all the maps we played. So we dove into the topic of mapmapking... quite unsuccesfully. We both had no real idea how to handle the software and quickly gave up. But as time flew, I got into playing CSGO, as an alternative for Urban Terror, thanks to the master servers going offline. By chance (when looking through YouTube for CSGO timings) I came across a series, covering the making of a CSGO Map. With that series, I had caught fire again. So I set my mind upon doing something of my own, and this time for real! After getting used to Hammer Editor in 30 long hours of creating a small deathmatch map (which is never going to see the light of day), I finally started working on my first "real" map. The defusemap "Intelligence" So now, some work later, I am sitting here writing to you lovely people, who I have seen support each other for so many maps, hoping to get aided in the process of making Intelligence. Oh,and my real name is Quentin. Cheers guys, have a lovely time everyone !
  23. I've just now uploaded my first Map to the workshop, after following this forum for a while. I am looking for feedback, because the map is far from perfect.

    I upload to this Forum, since I have always seen many people help out others here, contrary to i.E. Reddit.

    So lot's of fun with my Map and map on!

    http://steamcommunity.com/sharedfiles/filedetails/?id=518398249

     

    1. Show previous comments  3 more
    2. Freaky_Banana

      Freaky_Banana

      I dont have acces to that :( .

       

    3. text_fish

      text_fish

      There may be an anti-spam setting whereby you have to contribute a post to a topic before you're allowed to start a new topic.

      There's an introductions topic here for new users: https://www.mapcore.org/topic/18782-mapcore-introductions-thread/?page=7 Tell us all the goriest, most intimate details about your life. Or just say "Hello, I'm a Freaky Banana", whatever you feel more comfortable doing.

    4. Freaky_Banana
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