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Everything posted by Epic
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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
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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
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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
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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.
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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
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its changed again, about to upload another version in the next few days
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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
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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
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Map is awesome! Looks amazing! Some FPS issues here and there however for hide and seek I think its wonderful! well done!
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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!
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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
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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!
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Added some images for the first test version! https://imgur.com/a/tJwma8C
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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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Keep up the good work! Map looks beautiful! Id love to see it in a playtest or two before release. I haven't personally ran around the map however the layout seems interesting seeing the radar image, will run around this when I get time!
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From an overview perspective im really liking what youve done on the B side of the map, im interested in seeing how it plays!
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Congrats on the completion! IT was fun playtesting your map and Im glad youve learned a lot! Looking forward to your next project!
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Another flood post. JK. i may make a new thread with the next update since this has been going on for so long but nearing the point of finalizing details after the next playtest. Have a look around feedback is welcomed https://steamcommunity.com/sharedfiles/filedetails/?id=628541757
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I havent personally ran through your map. Just general feedback from what I saw from the one picture on your workshop. Keep at it!
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Your workshop leave alot to be desired. 1 overview screen shot that appears VERY dark. Here are a few links: How to make neat and working radars : https://github.com/Terri00/CS-GO-Auto-Radar A nice getting started guide for mapping from Tophattwaffle:
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Back with the "Final" layout. From here Ill be focus on refining and detailing instead of major changes. Here is and overview/ https://steamcommunity.com/sharedfiles/filedetails/?id=628541757
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Alot of you have wondered how the theme of my map really works. Here is a small explanation. Most of my references come from Zagreb, Croatia. So the thought process behind the derailed train is there was already an attack but it was botched so the terrorists are coming back to finish the job, hence the broken wall and derailed train. I think I've found a theme that would tie it together with the rest of the map I think. So T spawn is actually a "mall" in Croatia in the same city as the church and tram area. My thought was A is the main transport for people to get to the mall, the simple path leading from the Tram to T spawn would be like a Street market right, which tourist would get a lot of their goods from and make their way to the mall. T mid is current a living area for natives ect. I was thinking with your suggestions of tying it into ct mid turning that big area into a Commons area if that makes sense I like the restaurant and beach area of B. But B site it self does not tie in at all theme wise. Originally it was a shipping dock which make sense IRL. But not so much for the way this map is heading. I was thinking of maybe a Board walk type area. Croatia has a castle wall the follows along the shoreline, so incorporating the wall would be a good target to blow up for historic reasons. So ive gone ahead with that idea continuing the boardwalk and restaurant theme. As For changes for this version. Honestly there is too many to really name. Check my previous posts layout compared to this one and the changes are obvious. Major changes - Rerouting almost all routes. Reworked both A and B sites. Moved CT spawn. Moved T's mid entrance.
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Im excited to see how the changes effect the map! Looking forward to it
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Im back again, this is becoming a problem..... Well here a beta version 4/ Hopefully after a playtest I can work on texturing and finalizing the map! thoughts? https://steamcommunity.com/sharedfiles/filedetails/?id=628541757
