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spa

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spa last won the day on June 24

spa had the most liked content!

About spa

  • Rank
    Regular

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  • Steam
    https://steamcommunity.com/profiles/76561197984741152/

Profile Information

  • Real Name
    Søren Andersen
  • Employer
    framebunker
  • Job
    level designer & environment artist
  • Location
    Denmark

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  1. Long time since I posted here, but Ive been busy playing around with materials and props that I know I need no matter any layout changes, as well as trying to refine some of the spaces that feel "safe" without over-committing. Ive had one play test (props to the Source Engine Discord Server!) that was a pretty cool experience with lots of informative and constructive feedback. However I will definitely need another play test soonish with the new changes even if they are relatively subtle: blocked some nasty sight lines on long A and added a small cover made pit at A less deep and lowered heaven position (definitely focused too much in aesthetics there) moved Tspawn back a few inches to give CT more time to get to mid expanded box at B and reduced sight lines expanded wall at B to make it harder for T to get to site. moved the bridge at B closer to make it easier for CT to cover position. lots of small stuff! Changes are not online yet as i only have the old grey box but here's a few teasers until i get it ready with new radar etc.
  2. Update: Workshop Link - Fixed the long sight line at B from bridge to connector - Added a wall at the A entrance: I think this wall fixes some issues with A. It was feeling a bit too open, but mostly there was just way too many positions to check as T coming into the site (see the top left pic) Now its much cleaner to check the different encounter spots AND the powerful sniper position for CT is still intact but more interesting to interact with (pop a flash through the hole in the roof and run up to the wall and you now have 2 points of attack) The only downside is really visual. I liked having the big vat/container greeting the player coming into the site, but i guess i cant have it all.
  3. Does it work if you remove the "\" after content?
  4. My mistake. There's a wedge that you can bounce off and not take damage!
  5. @OPzy Thanks alot for the comments! Definitely something for me to keep in mind. I agree that A might need something, maybe either entrance from CT side could be tweaked somehow. Hah, going right for the jugular! Yes i suppose that bit is somewhat controversial as well, but i felt like some sort of ammo-crate-drop could make sense next to the "pillbox" but it might be a little too crazy (i was thinking vent-drop on nuke, but being wider is maybe just too random). Also it might be redundant if i slightly rethink the stairs going down.
  6. Rampart takes place in the Pacific in an abandoned bunker installation from WW2. I have a rough untested layout and some mockup props. I mainly try to make the two bombsites thematically stand out: One is a derelict research lab where super soldier experimentation took place (a large vat with a skeleton soldier) and the other is a haubitzer canon. I also try to work in alot of circular and organic shapes to get away from the typical straight lines that a grid based workflow can lead to. Another quirk on the level that i would love some feedback on is the breakable door/gate on the B site. I know these things can be controversial but i want to give it a try and if it doesn't work out i might try something else. One of my main motivations for this map is to create as many new materials as possible with substance and really make it look gritty, aged and worn out. I hope I have time to complete this one, but i think its pretty scaleable in terms of the amount of polish required. Feedback and comments are welcome! Workshop Link
  7. spa

    Anuanuraro [Wingman CS GO]

    Looks great overall but from looking at the radar map i really dislike that the top spawning position just have the players running down a long "corridor" with no choice. This is probably a bigger issue in wingman with the faster round iterations. Maybe something to consider.
  8. spa

    de_icarus (former de_corp)

    Just got my asset package online: https://www.tophattwaffle.com/icarus-assets/ Thanks to Tophattwaffle for hosting! Enjoy!
  9. Congrats to all the winners - Biome was a strong first place - great concept and execution!
  10. spa

    [WIP] De_Glace

    Kudos for the effort, aiming high definitely isn't a bad thing. One thing you should look at, based on that last screenshot is the proportions of things: the doors, staircase, windows vs the smaller details like the floor pattern. I have a hard time imagining the size of a player in that space.
  11. spa

    de_icarus (former de_corp)

    Final release Is nice finally be done (although Im sure there's plenty of mistakes I have to catch). I might make another map at some point with everything I've learned from this process. I plan to make a small release later of some of the custom props and textures to share with the community. Thanks to everyone who helped! Feel free to comment. Resources TopHATTwaffle for realworld textures and tutorials Rick_D for CS_Agency textures and props Skybex for Stadium/Workout texture references and props Shawn Olson and Orvid King for WallWorm Textures.com Special Thanks Benjamin "Aranha" Thorhauge Roald PvtJelo Horderp Zool JimWood saicho91 duck_ thesammah DeadNiko Mapcore.org Community /r/CSMapMakers Community
  12. spa

    de_icarus (former de_corp)

    Thanks for the comment guys! cactus1549: Yeah it needs a more level lighting pass, probably also need to tweak the exposure. Eric_Chocholacek: Thats some good points I'll look into! Its indeed bombsite A as the pillar indicates, and no animations on billboards as players would find that distracting I think. I do like the idea of a nighttime setting (especially with all the white surfaces that easily burn out) but i think in general it makes it harder to get that even lighting that you need for competitive play without compromising on how it should be represented visually to make it look its best. Its exactly that constant tug of war between visuals and game play i find so fascinating in the decision making process of making a CSGO level!
  13. spa

    Avalanche

    Looks great, glad you took it this far.
  14. Hi Mapcore, I'm ready to share some progress on my map de_icarus (former de_corp here). Its been through some iterations and playtest and I've settled on the current layout. It still needs some polish and detailing in places, and skybox needs some love + callouts. Workshop Link Its been quite the ride so far on this map as its my first for csgo and hammer and im learning each step as they come. Its been absolutely great to have such a rich amount of tutorials and resources as well as community feedback, and general helpfulness! Full credit: Resources: - Rick_D for CS_Agency textures and props - TopHATTwaffle for realworld textures and tutorials - Skybex for Stadium/Workout texture references and props - Shawn Olson and Orvid King for WallWorm - Textures.com - VTFEdit - VIDE Playtesting and feedback: - Benjamin "Aranha" Thorhauge - Roald - PvtJelo - Horderp - Mapcore.org Community - /r/CSMapMakers Community Feel free to post any comments and questions!
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