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About Sirlock
- Birthday 04/13/1993
Profile Information
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Real Name
David
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Employer
USPS
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Job
Clerk
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Fixed/Adjusted MinimapAdded Ladder to A siteMoved T Side Ground Entrance on A SiteRemoved Extended Wall on B SiteRemoved two boxes on B SiteMade additions to midAdded a Mid to B connector
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Okay, after taking an extensive break from this, I am coming back to continue progress on this map. I would still love peoples feedback and on it and how it plays competitively if people would like to test it. I have it uploaded to the workshop with a working minimap. Thank you for any input! http://steamcommunity.com/sharedfiles/filedetails/?id=530978504
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Sirlock reacted to a post in a topic:
Devblog for my map de_fortress
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Gale reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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I'll admit black sky was a minor hiccup in planning picture taking , the skybox was disable in the pictures .
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Each site has two choke points, both of which connect to mid. Mid allows for a lot of control if taken by T side. The timings are currently favored towards ct having a few seconds to set up before t's can get into site if they were to rush at the moment. I've done some 3v3 play testing and eliminated one op execute onto A site.
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Updated map name. Major update to environment of map. Applied planned indoor/outdoor areas. Reworked mid. Added placeholder lighting for playtest reasons. Only issue I am having is trying to make a minimap without the roof for mid showing.
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How to break in the games industry - an insiders' guide
Sirlock replied to Furyo's topic in Creative Chat
I have been interested in getting into game development for years but I wound up going straight to work (I have a solid job for only a high school education.). Recently I really wanted to go back to school to try to get a bachelors in game design and was more or less curious how prevalent employers in the industry look at what school you do graduate from? I ask because it would be a semi long term process (as all extra-educational school is....) because I would primarily be doing it all as online courses due to working a really good full time job (I just see it as a placeholder job till I find something I am passionate about), but working overnight. So I figured I would try and get myself into the best position out of school as possible. I understand that the school you go to isn't always everything a lot of it is usually what you can offer that differs from everyone else, or rather makes you unique. (Did I just answer my own question????) Input would be awesome! -
Sirlock-Sirlock68 both psn and xbox
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Sirlock reacted to a post in a topic:
How do you start a map?
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I did grayboxing so far, I was gonna take time to lower the walls when I have more free time and can make it reasonable for each area of the map.
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Okay, something else I am trying to clarify on, am I making everything varying percentages reflectivity textures i.e. walls, floors, and ceilings depending on what the end game texture will specifically be? At least that's what I seem to be gathering from what you are exampling. There isn't a tutorial or anything I have found on this topic so it is hard for me to understand. Also as far as tightening up the map, do you mean leave the site sizes the same and just making it so their is less void space, or adjust scale of the bomb sites as well as reduce the void space? Sorry for all the questions but thank you for taking the time to answer!!!
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So I was looking into reflectivity textures, is there a specific percentage I should use or does it not really matter, and as far as it goes I can't seem to find the reflectivity textures in orange they only seem to be gray.
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Yeah I was intending on making the walls lower eventually it was just a matter of working out the flow of the map first , and I was intending on going for a casino theme so its going to be fairly enclosed in the long run.
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jackophant reacted to a post in a topic:
de_jackpot[WIP]
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Squad reacted to a post in a topic:
Skybox/Radar making dilemma (Hammer)
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Hey there for the past couple of months (minor break in between some of my work due to hitting a wall with what to do.) I have been working on a competitive defusal map for CSGO. I feel I am at the point where most of my tweaking is really going to come from play testing it with people but I figured I would see if anyone else has input on what could potentially be reworked. Any sort of feedback would be awesome. This is my map so far: http://steamcommunity.com/sharedfiles/filedetails/?id=530978504
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Personal opinion based on being a very competitive player, that rotation time is HUGE. If this map were to be played on a 35 second timer that means the people on either site would have to rotate instantly otherwise it would be near impossible for ct's to retake the site.
