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Everything posted by baem123
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it would be easier if mapcore would not hide the teamspeak server in the playtesting forums. instead the ts should have its own menu item next to the twitter icon and one ts-viewer on the side below articles. edit: ofc it would be the best solution if mapcore would make one teamspeak server for all mapping guys together with /r/csmapmakers and /r/sourceengine this mapping scene is not huge. i dont understand why its splitting in different forums/voiceservers.
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created an empty txt file
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the shadows in the first screenshot are really cool
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the rotation from bombsite A to B takes between 20 and 21 seconds. that is very long. cutting the red area would help a lot. its an easy way to lower the rotation times, and it wouldnt destroy your general layout. i recommend changing sth before you start a playtest. i liked your map, especially the mid area looks interesting. bombsite A might be a little bit huge.
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yes it looks good, pls stop making it look even better for now, a first playtest is overdue!
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a more realistic option could be a photonic propulsion laser launchpad. this technique allows us to push a 100kg unit to mars within some days. and its feasible with the technology we have today. nasa video: https://www.youtube.com/watch?v=WCDuAiA6kX0
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hes doing it already
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Best feedback that I've seen in this forum so far!
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Yes, this looks better. I dont know if you already wanted to block the view from the higher ground along the red lines? Id suggest it. Otherwise it could get really difficult to hold A. Maybe the yellow passage should be a one way passage from "ct spawn" to the "control room". The loss of this blue sniper line could make it easier for Ts. Depends on the way youd build it. One option could simply be a catwalk above the orange line in the control room. This catwalk could be connected to theCT spawn but not avaiable from the connector. Below the catwalk could be the big display board of the control room. im sure you had your own ideas for this room already. imho this is a good 2d layout. we can find more shortcomings in the greybox playtest.
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Hi Nihil, thats a neat setting. Great idea! I immediately started to imagine how this rocket launchpad area could look like. My eyes like this presentation and your layout a lot, but my gamesense says it would be boring for the CTs. Since A and B directly connect to the CT spawn, CTs could play around the area the whole game. Terrorists have much longer rotation times. If you are a T and you go to the "Exhibition Hall" or the "Outside" area, you already commited yourself to go to B. There is no easy way out. You cant reach the "control room", you could only go back to the lobby. Im pretty sure that you need to give both CTs and Ts more options, but ofc jackophant is right: we need a playtest asap.
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congratulations! its sad that there is no coop mode
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[csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)
baem123 replied to a topic in Level Design
You added it at "additional game parameters", cut it and click on "Expert..." Now choose the fast configuration in the top left drop down menu. Go to "$light_exe" and paste these parameters there. Then click "GO" to compile. -
[csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)
baem123 replied to a topic in Level Design
cumfirmed -
Maybe you know it already, theres a buggy deathmatch spawn at santorini where you stuck in the wall
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I like this new nuke design, very cool indeed, but i think it could be too T sided now. I dislike that they ruined the Nuke jump, especially with this overpowered extended catwalk. Its sad that de_neutron didnt make it. cs_cruise doesnt look finished! not ready for an operation.
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i cant help you with this problem, but ive got other ideas dont forget to add your map to the mapcore playtest https://www.mapcore.org/topic/17116-mapcore-csgo-playtesting-40/
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Hi Søren! Same as de_outback: i thought that its sad, that you got no feedback, heres mine: (maybe you can also give me feedback, when i am able to create a thread for my map ^^) I cant tell you much about the gameplay, because i tested this map alone, but i liked many ideas you had and i would have liked to play a match on this map. it looks like it could be fun. in summary i really liked the map. it has a huge potential.
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Hi, im still new to the forum and i thought its sad that you get 180 views but no feedback for your map. I wanted to create a thread to show my map in the coming weeks, but i would be sad if i got no feedback, like you. we could stick together if nobody else is helping and you could give me feedback for my map then, too. So, heres the my review: - I cant see the "a ->" sign from every spawnpoint (ct spawn) Both Bombsites have only one train for cover, and no height difference. You can boost yourself on the trains, but everybody can see you and you have no real cover there. Thats playable, but it would be boring after some rounds. Maybe you could change the setting from one bombsite. Its okay if you see a train from both sites, but it could be boring if you need to hide behind a train at both bombsites after you planted the bomb. I know "de_train" does the same, but it has much more interesting height differences and places where you can hide behind the site, in the tunnels, where no trains are. Nearly all ways are wide and long. Its hard for people without awp/ak to find a solution except the green hallway. If youd give the outer way to "A" a little bit more cover, it could be a second option. But im not really sure if its needed. A playtest should look at this. I think an awp player will love this map a little bit too much, especially the main entrance to B has a very long view distance to the windows. If you have one awp in the B windows watching B Main and another one at/behind the train the train, watching the green hallway the spot is completely closed. Mid view from CT side looks boring. Maybe a high structure could help the eye at this point: In summary I would try to add a more height difference especially at the bombsites and narrow some ways a little bit. I like the way from the water to the green hallway and the option to go to both sites. btw its called "form follows function". form is not function! dont try to stay very close to reality. i know the outback is flat, but a cs map shouldnt be close to reality. real places are not really good defuse maps. i hope you liked my feedback and you agree in some points.
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hi, im new to this forum. can everybody simply connect and join a playtesting?
