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Posts
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cruptor last won the day on October 18 2018
cruptor had the most liked content!
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cruptor reacted to a post in a topic:
[CS:GO] Shore
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cruptor reacted to a post in a topic:
Maginot [Wingman]
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cruptor reacted to a post in a topic:
de_outferno2 [final release]
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celery reacted to a post in a topic:
Prime [Wingman]
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best looking map ive seen yet everything blends together well and the animation on the trees look more believable than on other maps. Great Job man
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cruptor reacted to a post in a topic:
personal skate game project
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cruptor reacted to a post in a topic:
personal skate game project
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cruptor reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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cruptor reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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cruptor reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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i love these colors so much
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neptune reacted to a post in a topic:
Cappadocia
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awesome
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UNREA1 reacted to a post in a topic:
[CS:GO] OFFSET_Challenge
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its one of the few challenge maps i actually liked. gj..and nice easter egg
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damn i want to suck on those ivy leafs
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Byron reacted to a post in a topic:
Cobblestone Changes
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i like the changes but im a bit skeptical about these windows on a
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post the workshop link instead of your profile
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illG reacted to a post in a topic:
[WIP][DE] Antiquity
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i think the orange tint from the sun definitely helps your more gray textures.. aslong you have no super dark spots it should be fine
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Crexenic reacted to a post in a topic:
[CS:GO] de_sawmill (WIP)
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Crexenic reacted to a post in a topic:
[WIP] Machine
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wtf thats great
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the grass in blacksite just seem like normal old-fashioned detailsprites ..i guess it definitely works but a lot of commands cause errors and my grass doesnt look as good but it could be the quality of the texture im using my vmt: Grass { "$basetexture" "sawmill/detailsprites/detailsprites_sawmill" $alphatest 1 $vertexcolor 1 } "$alphatest" and "$vertexcolor" are the only needed and working commands as i know of(everything else makes it glitch out)
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RA7 reacted to a post in a topic:
[CS:GO] de_sawmill (WIP)
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@MTCyclone Yes I've thought about that too but since mid is so easy to smoke off it kinda becomes too powerful in my opinion. I could be totally wrong though. I hope the playtest yields good results.
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@Roald Yes I was impatient ? I thought that B site is easy to take and hard to hold. I want to wait for the playtest first but i already made some changes in the overview to see how it would potentially look like @MTCyclone #fixed
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cruptor started following [CS:GO] de_sawmill (WIP)
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@VIOLATION Thanks. I totally agree with you that the right side of the map can be irritating and I'm already looking for a way to fix it without removing the barn ? @Roald I appreciate the feedback and i have changed/fixed some parts with dead spaces where i agree with you. Right now, i do think that A needs more room since it's kinda narrow when more players are on the battlefield. It's hard for me to remove the barn and all the other path's attached to it but it's definitely out of place and needs fixing. My idea is to block the path for the CT's and use the barn as some sort of elevated passage to flank the main path. The next step would be to playtest it and see if there really no way of keeping it.
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I started this map a long time ago and stopped working on it for quiet some time. It's in a state where it needs more serious testing to be more competitive overall. There is some progress i wanted to show you guys (a bit too much progress at specific areas). Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1540396532 A lot of low quality models will be replaced in the future like trains etc. ________________________________ CT Spawn _______________ A Site _______________ Crates ( T Spawn Area) _______________ Barn(couldnt keep myself from detailing) _______________ Middle _______________ Radar
