Jump to content

Logic

Members
  • Posts

    353
  • Joined

  • Last visited

  • Days Won

    9

Reputation Activity

  1. Like
    Logic reacted to Shibou in [CS:GO] de_Cuba   
    Thanks to your suggestions I made some modifications to the layout.
    The T-Drop has been completely, removed. the Connection between Court and B-Main has now ben moved further towards main, which should also reduce the rotations times from B over Mid to A the whole lower part of the Map has been shrinked to reduce Timings of the Ts aswell as the exaggerated rotation time when taling the (senseless) path over T-Spawn Th Garden Area has been simplified All non walkable areas are now shown in the map and the direction of raising stairs are indicated by arrows for easier understanding of the layout.

    What else can be done to improve the layout?
    Thank you all again very much!
     
  2. Like
    Logic reacted to spa in [CS:GO]de_corp   
    Thanks alot guys!
    I made a small-ish update to fix some things and add 10 more spawns so its eligible for play testing:
    http://steamcommunity.com/sharedfiles/filedetails/?id=585501542
    (For some reason i had huge problems updating this time around. Kept getting error 16 or 10. )

    Placeholder-ish sign at mid. Its that fine line between making sense in the context of the player navigating the map and real world believeability

    Entrance to the Cage sniper spot. Again trying to reinforce that trespass-feeling (yes i know some of the bricks are mapped wrong but im still just establishing ideas). I blocked off the low opening into the main are to give more emphasis on the upper positioning. I also allowed getting into the cage from lowground by jumping the boxes. Before you needed a boost. (i now added a post possibility at A entrance).
    Btw the sniper spot may be a little too OP since you can stand more safely on the ramp and shoot over, but i think this just encourages CTs to sneak into the site and contest through the grate in the cage floor.

    Some more coloring and detail. Ive lowered in ceiling in the orange section to make it seem like a "finished section" in contrast to the blue T area. Ive managed to keep to higher opening over the door for grenade options. I also really need to replace that ugly placeholder box in the hallway. I tried using a vending machine prop but they are just too small.
    Don't hesitate to give more comments and feedback. Ill look into play testing whenever possible.
     
  3. Like
    Logic reacted to McMessenger in [CS:GO] de_foray   
    Hello everyone! This will be my first time posting a topic on Mapcore, and I'm excited because of all the great people that are on this site. Everyone is so heavily involved in their projects, and they release content that blows me away, especially the visuals. While I've done CS:GO mapping in the past, this has been my first crack at designing and creating a competitive CS:GO level from start to finish. After about 6-7 months of work, I'd say I'm happy with the results.
    So, here it is!:  de_foray

    The Phoenix have once again broken into another compound. Little do they know that this was one of our own...

     
    Here's the workshop link for those that are interested: http://steamcommunity.com/sharedfiles/filedetails/?id=637321196
     
    Feedback is greatly appreciated, and thank you all again!
  4. Like
    Logic reacted to Harry Godden in [CS:GO] (W.I.P) de_arpegio   
    I totally agree with this, the gargoyles would bring the church to the next level in terms of small detail, however would be pretty time consuming.
    When I remake the church, again (going to work on it diagonally this time, instead of making the whole thing then rotating it creating horrible brush intersections everywhere), Ill set out with including a giant window on the front, steering towards a more arched design, like this one:
    Thanks for your ideas! As for time, finishing this map is still quite a way yet
  5. Like
    Logic reacted to Quotingmc in de_contract   
    I have made some more changes following some play-testing with friends. Map is generally more open than before with a less cluttered feel. I have some big plans for improvements and visuals which I hope to how soon. Still appreciate some feedback!
    New Radar:
    Images: 
  6. Like
    Logic reacted to Quotingmc in de_contract   
    New Update!
    Still very WIP. Mostly worked on balancing the map and opening everything up a lot more. I have also simplified a lot of areas that were too complicated before. Have a long list of fixes still to make but here is a start. Some major nodraw errors and missed clipping.
    Would really like some feedback, workshop link is up to date in OP.
    Lots of Images and text inside:
    Still on my to fix list (a lot):
  7. Like
    Logic reacted to spa in [CS:GO]de_corp   
    Thanks a bunch jakuza - it works now!
    Update!
    http://steamcommunity.com/sharedfiles/filedetails/?id=585501542



    Apologies for the lack of updates, but I have one now with some tweaks and more colors. I also shamelessly used some of the amazing CS_agency textures and props (by Rick_D) to spruce up the map. Ill still play around with textures and find the right balance and hopefully have time to fill out with more of my own custom stuff.
    Im still not completely sure on the right way to get more color into the map but my plan atm is that 'orange' is outside and immediately visible to T, while blue is inside and represents the CT area. I want to play up the feeling that each team "belongs" in certain parts of the map.
    Also added more breakable glass - some places are still a bit ambiguous whether the glass should be breakable or not.
    I added glass that must be broken to enter the long A flank from T side - this is still just a test to see if its cool or not, but i like that a single T can "fake" going long by breaking the glass and then go short. It also plays up the idea of raiding the building. However, this might constrict bots from entering - any insight about that and how this interacts with navigation ?
    Any comments on gameplay, layout and the spaces in general are greatly appreciated ! =)
     

  8. Like
    Logic got a reaction from Mark C. in csgo de-map wip   
    I wanted the same thing with my map. I knew a few routes that was far too complex (*hint*), but playtested anyways.
    People will complain about it and they should. I think it's better to test once you have ironed out all of the problems that you know about, so that the playtest be used to find the real faults instead.
    It's fine if you still wan't to test it, but know that people might focus their feedback on the confusing layout more than the map itself, if that makes any sense, dunno, I'm tired, need coffee...
  9. Like
    Logic reacted to will2k in De_forlorn WIP   
    Thanks nikko glad to hear that people are recognizing and loving the HL/OpFor nostalgic vibes on the fly.
    I'm trying my best to be faithful to that theme without sacrificing CSGO core gameplay; it's a bit of a trade-off.
    Thank you
  10. Like
    Logic reacted to Tensei in WIP in WIP, post your level screenshots!   
    What do you think?

  11. Like
    Logic got a reaction from Fnugz in [WIP][CSGO]de_tango   
    You can use cl_leveloverview to take better overview screenshots. Just a tip 
  12. Like
    Logic got a reaction from Klems in csgo de-map wip   
    I wanted the same thing with my map. I knew a few routes that was far too complex (*hint*), but playtested anyways.
    People will complain about it and they should. I think it's better to test once you have ironed out all of the problems that you know about, so that the playtest be used to find the real faults instead.
    It's fine if you still wan't to test it, but know that people might focus their feedback on the confusing layout more than the map itself, if that makes any sense, dunno, I'm tired, need coffee...
  13. Like
    Logic got a reaction from jackophant in [WIP][CSGO]de_tango   
    You can use cl_leveloverview to take better overview screenshots. Just a tip 
  14. Like
    Logic reacted to laminutederire in [WIP] de_canaveral   
    I've seen a video of nasa testing a combustion engine... the flame went on a few meters, that could be cool to see in a map
  15. Like
    Logic reacted to Sjonsson in Dm-Grale UT4   
    I looked at it and really liked the aesthetic of landwalks going back and forth, up and down. When I saw the images from Source @sprony posted I realised that they for some reason were so much easier to read and I figured that might be because all the edges in the Source version has a texture with a lighter contrast.

    So if I were you I'd make sure to give them a little color tint or contrast in comparison to the other wall texture the edges connect with.  I made a very quick and dirty paintover just to clarify what I mean.

    Paint-over:


    Original:

  16. Like
    Logic reacted to El_Exodus in [WIP] de_canaveral   
    It's time for a greybox. Basic feedback might be possible by looking at the radar, but for anything else it's not really good anymore. Just do it!
  17. Like
    Logic reacted to jackophant in de_stupa   
    Version C13
    Overview:

    Screenshots:

    Full Album: DE_STUPA_C13
    This is just a repeat of the OP update.
  18. Like
    Logic reacted to Squad in Counter-Strike: Global Offensive   
    I believe that's only for Valve-sponsored events.
  19. Like
    Logic reacted to Beck in Counter-Strike: Global Offensive   
    IEM Katowice starts today. First games in about 1 hour 20 from this post. Fnatic vs NaVi which should be a good match to kick off with!
    http://www.hltv.org/news/17223-iem-katowice-viewers-guide
    No pick 'em challenge this time around?
  20. Like
    Logic reacted to cashed in [CS:GO] DE_LITE   
    Crazy how much CC changes things as well


  21. Like
    Logic reacted to R.I.P 3.0 in [CS:GO] de_waterfall [wip]   
    Just some screens of the new update





  22. Like
    Logic reacted to Corwin in What's going on with your life?   
    Got promoted to Senior LD last week, woot!
  23. Like
    Logic reacted to El_Exodus in csgo de-map wip   
    Have to agree with Fredrik, the layout looks super complicated and overdone from the radar picture. Simplify it and make it more accessible.
  24. Like
    Logic reacted to JustFredrik in csgo de-map wip   
    I ran around the map and I liked the feel of it, with the train track running along the map. But theres just so many paths. I don't think it will work well in a 5v5 situation. I really recommend simplifying the layout and decrease the amount of paths.
     
    I made a quick picture to show what I mean with simplifying and removing paths.
    I hope this feedback will help, Keep it up!
  25. Like
    Logic reacted to Quotingmc in de_contract   
×
×
  • Create New...