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Everything posted by Freaky_Banana
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Yea, I get this too. No idea what it's down to though .
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The map seems (naturally I couldn't play it yet) like it will create a feeling of unease when played. Since rotation times between the single paths are so short, players could be anywhere at any time. This makes it necessary to constantly be aware of every entrance around you, confusing and frustrating the player, if he does eventually get shot from one of them. Furthermore I think mid could prove to be too easily smoked off by Ts (pop one smoke where the purple lines are in the bottleneck between CT and mid), giving them a whopping three ways into A and simply tons of map-pressure. Also avoid as many long sightlines as you have them here. This map looks like a horrible to optimise awp-fest, with too many routes. Maybe stick to something more conventional, like what @Roald suggested, but keep going ! Cheers!
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@Squad @jd40 Thanks guys !
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Where are those rocks in the back from ? I really like those !
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I can definitely feel you on the displacements! They are so poor to work with! It's the same for us. But I am loving the thematic and style of the map. I will defeinitely play this one, no matter how open it turns out !
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You're doing good ;)!
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Well hell yea, I really need to see something of yours finished ! That's a great resolution ! For me it's finishing oakwood and passing my first semester of university (with good grades hopefully). Oh and also finally going out to buy my groceries more often and to live less off of cereal...
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Looking to start a map project in CS:GO
Freaky_Banana replied to AKTrashheap's topic in Level Design
Check Will2k's optimisation roadmap . It is found here. Cheers! -
Hey, I just wanted to express that I wouldn't expect a non-outdoor or -sewer area to be that dirty. But if you like it that way then feel free to go for it ! Cheers!
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I feel like the walltexture is too grimey. I really think you should go for a cleaner texture, or at least remove the visible seams . But I also feel like this is very promising ! Cheers!
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This reminds me of de_mist so much ! It's awesome !
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Thanks for the awesome quick replies! All this has the goal of facelifting oakwood, finally getting it the autumn trees I always imagined. So we will hopefully have implemented this by the time we roll out the next update :)! Oh and @Squad I couldn't find any such folder in my directories. So either I am plain stupid (quite probable) or there actually is no such folder. Cheers!
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Hey guys, I couldn't find any other threads on this, so I guessed here was the right place to ask. Does anyone here know, how to reskin official Valve models? (Specifically I am talking the Urban_tree_giant models for CSGO) For example where are the texturefiles stored? And are there any legal problems which might arise? Thanks in advance and cheers!
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I'm loving it !
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It's looking really good! Now we just need more buildings of a similar style, so as to fill the sky shining through on the left. This would imply a large city lying behind the station. Only an idea though.
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Sweet!
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Don't worry, we had the same thing for oakwood. Our compile times jumped from 45 minutes to four hours within two days of detailwork. Just run the compile in CompilePalX. That won't lag your computer, so you're free to do anything during compile time (although of course, the more you do, the more time your compile will take). For us the compile took around 4 hours (approximated 2 and a half of which were spent on PortalFlow 9...). We hope this helps ! Cheers!
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Guys, just wanted to say that the server still seems to be running an old version of the game. At least that's what my PC tells me as for why I can't connect.
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We have now submitted for a playtest later this day! (Sorry for the short notice, dear admins) In case we get it, we really hope to see all of you there ! But if we don't, we don't want to let you hanging, so here are some pictures of what's new! Also feel free to check it out ahead of time if you like! https://steamcommunity.com/sharedfiles/filedetails/?id=646851811 Cheers !
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At this point we really need cover! It's too wide, open and bland. Also I feel like the entrance to basement from mid is way too wide, for a cheeky second path into mid. I feel the same for the entrance to basement from A main. Also I think it has too much verticality. I would either split the ramps into two horizontally, to achieve the same verticality as you have now, or you just lower the verticality. All these ideas are under the assumption, that basement is supposed to feel like Overpass's connector area. Instead you could also just leave everything as is (except for the width of basement's exit to mid, which definitely has to be tightened up), and make it a supply ramp as the one on Nuke. Cheers!
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you'd think we learned from our mistakes wouldn't you ? Well we didn't, but we will keep going until we get it right ! So once again, we (and this time in full confidence) happily announce that if we get the small rest of work done until then, de_oakwood will finally find its way into the MapCore Playtest again on sunday! Here is a small sneakpeak :
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I know this is only pictures and I still don't have an accurate scale measure, but I feel like the two entrances from B are basically still one. There is only one rather narrow-looking (and probably smokable) entry from CT, before the path splits into two. So Ts can just push in there after taking the site, smoke off CT and then wait in one of the two arms for any CT coming from Main (the only path left). Also I don't like the new path from T to outside. a) it's a superlong sightline (same goes for CT to A) and b) it doesn't allow for smooth rotations from A to B, because you have to go all the way around through T Spawn. Maybe just connect mid and T to outside at their common wall. This way Ts have a second concealed way into mid (read further down the post to understand how that would be balanced!), which still doesn't pop them out right in the CTs face. And here is another MS Paint edit with problematic lines of sight I imagine there are: - blue are sightlines , mostly very T sided (all except the one from control room probably) - S = problematic smokes (the one marked with a two is probably hard to land for CTs since there is no straight wall to bounce it off and it's up a stair! - the red arrows indicate areas I don't like, thanks to their stretched narrow nature (same goes for ramp) - also Main seems comparatively small and Ts should be able to come down ramp without being seen from the back of the site, just for smoothness of gameplay. By the way, where exactly is B Site ? Is it all around the rocket or is it back towards CT ? - I am not sure whether I like the basement as it is. It offers Ts a really good way into mid, because to peak it CTs are going to have to move up rather far from control room (again here I don't know about the scale of things so this may not be as bad as I think it is!). But on the other side, it doesn't seem to provide any great use for CTs for a flankaround or rotation from one site to the other. So in this constellation of basement and mid I feel like Ts immediately get control of almost all the map. My idea to fix this is to connect both basement and the second B entrypoint (the top-one) to control room (instead of to where they are connected atm), offering CTs a good early push and Ts a good reward for breaking through. Also your retake problem for B is thereby made less severe (imho). With this version you have to be careful of sightlines from B into control room though! I hope this helps ! Cheers!
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It looks really small. Just for reference, what are your rough timings ? Edit: And may I please have the bsp for this one ? I would really love to run around for myself, looking at everything!
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Slightly off topic here, but I'm loving your work and even more so now that I saw you modelled Chaos Space Marines. Keep up the great work !
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It looks to me as if the timings for A could be off, meaning Ts arrive too soon as for CTs to set up aproper defense. Otherwise I like the idea of an elevator ;).
