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Epic

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About Epic

  • Birthday 07/13/1992

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  • Discord
    Epic#1401
  • Steam
    https://steamcommunity.com/profiles/76561197996590938/

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  1. Its been awhile! But we are back with a big ole update! Welcome to Veranzio. First rough art pass. basic clipping pass. Minor layout change. https://imgur.com/a/csjGyWu
  2. Last version before art pass, added a few screenshots this time.
  3. As this map finally nears the end of its gray box era I put something quick together to show the evolution of De_croatia. I started this map nearly 10 years ago, with large mutliple year long gaps in between a lot of version. This was my first map that was a full on 5v5 map. Not some Aim map, or 1v1 arena. I learned a lot about mapping in csgo and now CS2. I hope you enjoy the journey through radar images, and you can see my previous post on this as well linked below. Gallery of radars: https://imgur.com/gallery/evolution-of-de-croatia-V1xzy7c Previous Topics: https://www.mapcore.org/topic/19562-csgo-de_croatia-wip/#comment-404081
  4. here is yet another update for croatia, hopefully second to last before arting. A site Rework - Opened it up a little and angled the train to provide more unique angles. B site Rework - Removed T platform, Split bombsite, added more and useful height variety. Reworked B con from mid to add heaven. Slight A con change. Slight rework to cover in mid- allows T's to cross to B unseen https://steamcommunity.com/sharedfiles/filedetails/changelog/3106566189
  5. Before you spend too much time modeling things, make sure your layout works functionally. Super neat drawing and im a huge fan of it, Hard to tell the scale of the drawing and how it would translate into the game. As it stands it looks like Ct's are can just go 5 stack mid and cut T's off the whole map at least in terms of info. Would be interesting to see timings on how Far a CT can push past the bomb sites as it appears they can get well past them before T's can even challenge them leaving no time for setup. I forsee A being a nightmare to retake and hold, seeing there are "2" entrances but they are in line with each other in what appears to be a hallway looking area. I would recommend opening hammer and putting down the layout into some meshes and get the scale and layout down visually for us to see.
  6. v5 Is out now! A lot of changes overall but not a whole lot in terms of overall structure! Some changes to the mid connectors, changes to T courtyard, changes to both bombsites. Overall i think the map is more spacious and less cramped. im pretty pleased with how things have turned out this version. Small radar issue in mid but that will be updated later https://steamcommunity.com/sharedfiles/filedetails/?id=3106566189
  7. its changed again, about to upload another version in the next few days
  8. V4 Change Log. Back with an update after the first Cs2 Playtest. Extended the Bomb plant zones on both sites, Reworked the B bomb site and its cover moving it back toward CT and adding another path. Added a lower peek, from T main B to see on to B Reworked the mid connector to B site for T's Closed off mid to funnel both sides toward mid B con Reworked both A main paths for T's to A Minor adjustments across the map. https://steamcommunity.com/sharedfiles/filedetails/?id=3106566189
  9. Im back again with who knows what version of this map? 100? I am aiming to finish this map this year, The layout generally hasnt changed from the last playtest in cs:go. A few of the the connectors have changed slightly Bombsites have been re-worked and revamped completely. I am aware of the visual glitch in the storage room connector. It is still in graybox right now, but after the next playtest I plan to move forward with the finishing of this project, itll never be "perfect" so I want to close out on this project! https://steamcommunity.com/sharedfiles/filedetails/?id=3106566189
  10. Map is awesome! Looks amazing! Some FPS issues here and there however for hide and seek I think its wonderful! well done!
  11. Thank you! Yeah working on elevation on such a small layout has been a challenge for me. Im brain storming a couple options with a few ppl and hopefully we can figure something out!
  12. Right, the whole concept of the map is to go against the grain, the name is a play on the theme. To get away from the norms, like Terrorists having control of the bomb site first ect. regarding the missing textures Thats my fault i forgot to pack them into the bsp! I appreciate the feedback! not sure how I will address this as of yet but will keep in in mind for the future if further feedback relays the same message. As from the previous two test the main feedback was cover and too simple from test 1 and test 2 had alot of long sightlines which this version addressed. there has been little to no feedback regarding the silos
  13. Hello everyone! I;ve ran 2 playtests on the map and have made several changes from version 1. this is version 3 and my last Graybox version as well before moving to arting and smaller refinements enjoy!
  14. Added some images for the first test version! https://imgur.com/a/tJwma8C
  15. Hey everyone, Short simple post! Working on a simple wingman map with a small twist! Terrorist Have managed to make their way to the cities only storage facility for grain and have plans to destroy it cutting off the food supply for this remote city. Whats the twist you ask? Simple the Terrorist spawn much closer to the site than CT's to promote more bomb plants which rarely happen in traditional wingman https://steamcommunity.com/sharedfiles/filedetails/?id=2658232301
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