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spa

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spa last won the day on September 3

spa had the most liked content!

About spa

  • Rank
    Regular

Online IDs

  • 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. Been working on a old anti-tank cannon prop for my bunker fortress (de_rampart)
  2. Major update: Workshop Version I consider this the alpha version of the map, with most surfaces textured (a few props withstanding), albeit at an early stage. Alot of the geometry still needs refinement but represents the overall ideas. Any feedback is valuable at this stage, and I'll submit for another play test soon. Thanks!
  3. As long as there's intention behind it I dont think you should change your vision! I'm sure there's other ways to add visual appeal. Good luck with it.
  4. Very nice! But a bit dry for an Oasis? Is there some water or fountains in the plans?
  5. 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.
  6. 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.
  7. Does it work if you remove the "\" after content?
  8. My mistake. There's a wedge that you can bounce off and not take damage!
  9. @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.
  10. 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
  11. 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.
  12. spa

    de_icarus (former de_corp)

    Just got my asset package online: https://www.tophattwaffle.com/icarus-assets/ Thanks to Tophattwaffle for hosting! Enjoy!
  13. Congrats to all the winners - Biome was a strong first place - great concept and execution!
  14. 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.
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