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    Matt Neil

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  1. This is a rough layout to show you what I've been doing recently. A better layout will be made when the layout has been more polished.
  2. Haha, I've tried countless times but it still won't remove it. Thanks for the compliment!
  3. Here are some pictures of areas that I have started to texture, I have decided to start texturing to get an idea for the theme. The workshop has also been updated. I have also decided to completely re-design A site. An update on that will be out shortly...
  4. Its more of a risk/reward rotate path. You can rotate quicker through the T end of mid but with a risk of being killed or take the safe long route around. It gives more options imo. EDIT: Both the routes through mid and T spawn are ~17 seconds between either site. How I see it, now, is that if Ts fail on B they can quickly contest mid to gain an extra entrance into A without spending more time walking around to get to mid. The workshop has been updated as well - http://steamcommunity.com/sharedfiles/filedetails/?id=649444790
  5. Most changes have been made, apart from the clipping, I will do that tomorrow. Hopefully these changes have fixed the majority of problems.
  6. Wish me luck!! On my first map de_underground I managed to find someone to make me custom props so maybe I could ask again, unique props. Maybe we should just talk somewhere else...I'll add you on steam.
  7. Yeh, I do know de_contract, I'm asked to playtest it quite a lot I think I will have a look at de_climate, the screenshot looks really nice. I was thinking of doing a water station facility thing near the caspian sea in Russia. That was my initial idea. Basically, cache but more modern.
  8. So not generic, Do you think environments like the new nuke is unique? I will try to add in some interesting areas, another example is de_crown but thats a bit extreme.
  9. What would be a 'unique' feature in terms of the layout? Don't say something different
  10. Haha, they have to boost ontop of the building. Good stratgety decision. The bottom 5 will be removed not the one above it When I make it itwill be more clear.
  11. I was going for dusk but I think I will just make it day - lighter and less blue.
  12. Thanks a lot for your feedback! I completely agree with the mid suggestion, I will remove number 1 in the vent path. The reason I made T spawn so big was because the timings for mid were very tight with CT, but I guess if I remove number 5 it will fix that. But I'm concerned about having to walk back on yourself to get to mid. I will try to attempt all the changes you have suggested, may take a while... especially the clipping on stairs Hopefully I will have an update out by tomorrow for you guys to look at.
  13. I think I have an idea to give more incentive to take mid but can you tell me which areas are too big?
  14. I have been working on this map for just under a week , so it is in very basic. The theme is a bit messy at the moment but once I work on it I hope to make it more defined. I also encourage you to look around the map in-game. All feedback is appreciated! Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=649444790 Mid: T spawn: A site: CT spawn: B site: Connector:
  15. As promised, here are is the workshop link and the overview. http://steamcommunity.com/sharedfiles/filedetails/?id=553146237 Any feedback is appreciated!
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