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Logic

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Everything posted by Logic

  1. I'm about to graduate and me and my girlfriend and are finally moving in together, after 2 long years of long distance relationship! ...and I found MapCore! Score!
  2. You should probably use light_environment to get some even lighting all over the level. As jackophant said, it's a bit dark even with the other light entities.
  3. Can you give us an updated overview of the current layout?
  4. Top 25-50% sounds better, even though you can probably go even higher. As for bots, don't use them as a reference on rotation times, they never run with their knife out and never take the fastest route. Run around yourself with your knife out, time the rotation from one area to another and try to get a picture of how the map will play by yourself
  5. Don't design your layout with the top 1 % in mind. If the level is accepted by the normal community (without extreme exploits) some people will take the map and play it competetively, if that happens you'll see all types of exploits/tactics emerge. It is then up to you if you want to patch these out or if you think that it enhances the depth of the map
  6. Again, use nodraw on the textures ontop of areas that players can't see anyway, it helps us the see the overview more clearly and it's good practice on easy optimization. One small thing about the A-site. If you're supposed to plant in the slope the bomb will always look like its' hovering in the air, doe to the CS Go bomb always being planted flat on the ground. Not a major bug, but I think working within the game's limitations from the start is a good thing. T-spawn (left on overview, right?) looks lazy to be honest. They just run around a building to arrive at the same entrance? I'd rather see a split in T-spawn so that T's immidiatly has too make a decision on where to go. I know this is early in the development cycle, but try to develop a theme as well when building. No major detailing, but some blocks that actually looks like buildings would be nice. is this supposed to be a bakery? This bakery must be huge! :D And last but not least, use boxes! I know it will make your map look like a warehouse-looking area, but they are easy to replace and gives the map some cover from day 1. The map looks very empty at this point.
  7. So, which team do you guys want to win Cologne?
  8. If it's fixed you should post some pictures of the result
  9. Haha, I meant the hiding, can't try the level out since I dont have access to a computer this week :P
  10. No need for an apology, good job
  11. Please oh please hide the screenshots next time. They take up way too much of the page if you're not interested in looking at them
  12. I'd love to be a game/level designer one day
  13. I gotta try this!
  14. I can understand the changes, but I'd rather keep it as it is, only because I hate terrorist spawns that just have one route which you have to take no matter where you're going. I'd rather have a choice in where to go as soon as the freezetime expires
  15. A site is finally starting to take shape and look somewhat like a construction site! Not much detailing so far, but the ideas are there! A-site: Back of A-site: CT connecting to A-site:
  16. My first attempt at a radar. Any thoughts? EDIT: For some reason it looks really dark on the forum :S Click the image to see how the radar actually looks like!
  17. A few things came to mind just from watching the overview. CT's definitely has to be closer to the sites. looks like both teams will arrive at the same time, and that's no good.You might want to make the sight-line shorter in the hallway above CT spawn.Another entrance at T's side might improve long rotation-times from/to A site. The maps looks goof though and has some interesting architecture
  18. I'll just upload an overview of the level de_complex so far
  19. Here is some things I spotted right away. If you feel like they are wrong assumptions then ignore them. I can't really tell how the map plays, I can only speculate
  20. I recognize that map! You probably should have told people that it's based off of a multiplayer map in Halo 3 It looks great and might not work well for defuse, but Arms Race and Demolition could work out great!
  21. Thank you. Yes, the B-site is quite similar to Dust 2, with the tunnel and all, but I'm trying to make it wider and more interesting for attackers. T's will be able to throw smokes and flashes through the window over the door and maybe other windows once I start detailing the map. I can't say much about your level from the overview screenshots, but you can use cl_leveloverview to take a flat screenshot of your level from above, makes things look a bit better
  22. B-site on de_complex (temporary name) I've been working on for a time now. Still figuring out how the rest of the level will work out. Balance is a big focus right now. Graphics and props are temporary. I wont start with the theme/detailing until I know that the layout works and is fun to play!
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