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pB.

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Everything posted by pB.

  1. Getting back to mapping after a break for exams
  2. There's something about lights on wood
  3. @clankill3r Now that is cool. Time to try this in hammer.
  4. Making the most of the new nuke assets
  5. pB.

    [WIP] de_vision

    Just finished v23. The changes were based off of feedback from playtesting (thanks!!) as well as personal ideas. Here is an imgur link to an album of the changes. Nothing too drastic as people seemed to like the layout. Thanks for all the feedback!
  6. Working on the building for B site on de_vision
  7. pB.

    [WIP] de_vision

    We've got a bunch of references so hopefully we can maintain a constant style throughout. As for the bombsites, we need to have a play around with some different ideas but you're right about them being a bit boring at the moment
  8. pB.

    [WIP] de_vision

    Been a while since my last map but REz' and I have been collabing on a new competitve map. It's called De_Vision and is based in a modern art gallery. Unlike Rez's and my previous mapping attempts, this one has been planned from the beggining so it will be interesting to see how this one goes. It's got a simple mid with a bridge at the T end to give an advantage to Ts in mid, allowing them to more easily control the centre or the map. A is a simple site with one main T enterance and a small enterance only accesible by a boost. This should hopefully make pure skill based play more of an option on this site to make it fun for gamemodes such as casual. B on the other hand has 2 enterances for each team as well as an alternative route up the side of the site for flanking and more tactical play. Here is the workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=537713719 And here are some screenshots: Hope you enjoy the map and don't hesitate to give feedback, REz' and pb
  9. Thanks a lot for doing this! Now I can cry at what the competition is more easily...
  10. Thanks for the playtest! @'RZL, please may you upload the chat logs, feedback etc.
  11. pB.

    [WIP] DE_MUROS

    Just some screenshots of the updated map
  12. pB.

    [WIP] DE_MUROS

    Thanks a lot!
  13. pB.

    [WIP] DE_MUROS

    Thanks a lot for this comment. After the previous playtesting it was obvious that there was something wrong with it and this is the result!
  14. pB.

    [WIP] DE_MUROS

    Just made a new update following feedback from the playtest (sorry about the delay!): Flattened out a lot of the map as that was a reoccurring issue in the feedback.Added much more optimisation. (given me + ~20fps)Added more details.Bug fixes.Changed some of the lighting.Raised the roofs in lower areas.Added clearer radar.
  15. pB.

    de_Stronghold

    Really good map with a solid layout
  16. Also I would recommend using these compile settings for release:
  17. Just a quick pointer: Naming a bombsite "A" won't make it bombsite A on the radar
  18. pB.

    [WIP] DE_MUROS

    The big post reddit playtesting update! + Moved A ramp tree so it doesn't obstruct grenade play. + Moved A ramp skybox so it doesn't obstruct grenade play. + Raised the ceiling and doorways in A house so heads can be seen from A site. + Moved short A door so Ts can move to long without being seen. + Moved T spawn towards A to reduce B rush effectiveness and to allow a more effective A push. + Widened CT spawn to make it easier for CTs to move at round start. + Moved CT spawn closer to B to counteract removal of cut-through to mid. + Made B heaven roof longer to look more realistic. + Changed clipping on rails at B to allow grenades and bullets to pass through them. + Fixed crate exploit at B. + Raised the door at B tunnels to allow for fairer conflict. + Added concrete shields at B to prevent CTs from flanking B tunnels from mid easily. (Grenades can still be thrown over the top) + Improved A site. (Subject to change) + Added grate at B corner window to remove confusion over attempting to jump through the window. + Re-detailed A. - Removed roof from middle to de-clutter and improve visibility. - Removed statue from B fountain to improve visibility from heaven. - Removed middle to A connector barn to de-clutter and improve visibility. - Removed the gap in the buildings by CT spawn to allow greater T control of middle and to raise rotate times through CT spawn and therefore reduce flanking. Imgur album Thank you so much for all the feedback -pB.
  19. pB.

    [WIP] DE_MUROS

    The texture issue as well as some bugs have been fixed. The shadows have also been brightened which has improved visibility in parts of the map. Thanks for all the feedback!
  20. pB.

    [WIP] DE_MUROS

    Thanks, this will be fixed!
  21. pB.

    [WIP] DE_MUROS

    Just done the new screens. There are a few now in the original post but here is the imgur link to the full album.
  22. pB.

    [WIP] DE_MUROS

    The post-playtesting update is here. Major changes: Widened connectors. This seemed to be a real issue when playtesting so I have widened a lot of areas.Enlarged bombsites. These were noticeably tight when playing to I Have made them bigger.Better contact points. People thought the contact points at mid and A were awkward and messy so I have tidied them and simplified them.I have done a new radar and the screens will come soon. This change is live on the workshop so you can go see for your self. New radar image:
  23. pB.

    [WIP] DE_DREGS

    This seems like quite a lonely thread so some feedback wouldn't go amiss. Layout The basic layout is solid enough: A pretty standard A and B at the sides with a mid and connectors between them. I only had a quick run around but a few things were obvious. There are many seemingly pointless extra bits stuck onto the connectors. Take the connector near CT spawn the square bombsite (can't remember which one it was :/ ). It didn't seem to play any purpose in the game. It may be that because as I was the only person, I couldn't test strats etc to see if it would be fun/useful in a game but it doesn't really connect anywhere with anywhere else.Ladders < Ramps/stairs. This is just personal preference but there did seem to be ladders where it would have been good to put ramps. You can fall off ladders and not shoot accurately on the either. They are also just a pain when lots of people try to use them at the same time.Theme ... Everything else Not very much to say as this is a WIP so the only thing likely to stay the same is the layout. One thing which was a good and bad idea was the water. It could be fun in a not comp game but wouldn't be suited to CS. CS isn't about hiding in glitchy places, its about shooting people in tactical ways. Therefore I would recommend that you remove the ability to hide in the water as it isn't competitive. It is a great map and despite the few flaws could be very fun to play. GLHF
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