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About Promulle

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  1. It ran mostly good for me, but still my pc is fairly new, so maybe this does not count in terms of performance. The only issue I have are some random(?) frame drops, which do happen but rarely. But I have heard that in some situation the game crashes when approaching bonfires with certain shields equipped. So they have some work to do on that game.
  2. Ah ok, thanks for the explanation. Some decisions are much now clearer.
  3. So I decided to take a look around. Here are some of my thoughts. The first thing I think about this map is, that the lighting, which looks to be white/greyish, looks boring to me. Others may think different. Some things I noticed: Those were my thoughts I had initial about it.
  4. Promulle

    What I'm Working On

    I'm curious how those changes affect gameplay. I have only played one of the very first versions of the workshop full release. Nice to see, how much effort you put towards improving an already pretty good map.
  5. So I liked the original concept of F4ST by Zool, and had an idea for a map using this Gamemode. The name might be generic, but here I present you F4ST Biofacility. But before I present some pictures, I want to make clear, that even though I did not use the assets provided by Zool, this map uses the exact same gameplay ruleset like F4ST castle. I actually just wanted to see if I'm able to create some fitting things myself. Without further explanation: Things that still have to be done: - create working navmesh for the second floor - improve quality of the custom stuff thats in there If you now are curious about checking it out, heres the workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=592766001 Feel free to leave feedback, and thank you for reading
  6. Could you add the demo and feedback regarding de_tunguska, if there is any ? Thanks in advance. (I'm just asking because the faq says, that I should request the demo to be uploaded. Actually I don't know how up to date that is.)
  7. ok nevermind found one. this thread can be deleted
  8. The update, I did mention above is now live
  9. Some things I worked on in the last days As of now, this update is not live. I first want to work some more on the map, but it has been some time, since I last updatet this thread.
  10. Hi, I do know that point_camera and func_monitor do not exist in the pure csgo hammer. I need them for a side project I'm working on. I googled a lot about how to use the point_camera and the func_monitor entity in csgo, and tried some of the workarounds, but none of them worked. Does anyone know about this issue and how to fix it ?
  11. You can cancel my playtest submission, I will add the missing spawns and do further work on the map.
  12. Thank you for the feedback Ok, noted. Should be fixed soon. I'm aware of the clipping issue. I'm still in the process of thinking how to block the backside, without removing the big gap between the builduings. (The gap is an artistically choice)
  13. Promulle


    Really nice map! Looks pretty nice and plays well. Great Work
  14. Hey, new update, which is already live on the workshop. Mostly detail (clipping etc.) changes. Fixed some weird model collision. Started optimization by beginning to make the skybox fit the brushes. As always feel free to leave feedback. Btw I will sign it up for a playtest here, to get some ideas on the layout and some other stuff.
  15. Promulle

    [CS:GO] Tulip

    Ah okay that makes sense. Forget that complaint.
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