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1234567890throwaway

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Everything posted by 1234567890throwaway

  1. I have the same issue. I make things and just end up tossing them and making nothing of it.
  2. This seems absolutely savage
  3. I love the feeling of old CS:S map communities. 20 slots would be nice.
  4. So a few months ago I got these (AKG K240 Studio) headphones and they're great, a big improvement from my broken Razer Krakens (never buy these btw). Ever since though I've had to set my Windows 10 volume to 15. As well, Youtube and Spotify have to be set so that the nob used to adjust volume is pretty much touching the start of it. My ears are a little sensitive and I prefer my music quieter, but even setting my PC's volume to 40 is really loud. Is it possible that my headphones are just really loud? Is there some secret slider I'm missing? Or are good headphones just really loud and I'm not used to it?
  5. It seems a bit cluttered visually, especially on sites, and there are some OP site lines from CT spawn to each site. It looks absolutely stunning besides that. How did you get the shadows to look all green and nice looking? Great job
  6. It's not like the overpass was a jump defuse or anything so it seems fine
  7. @FMPONE While you're at it can you make the cargo containers at T spawn match and cure my OCD. ...And maybe replace the truck at T with the Nuke one instead of just awkwardly replacing the wheels.
  8. Lookin pretty fresh
  9. I would recommend using some Nuke interior props, if you're not going to be replicating Office's theme directly.
  10. Looks interesting, but it looks like there's a bad site line from T spawn exit to B site.
  11. This is hands down the best looking CS:GO map in my opinion.
  12. https://steamcommunity.com/sharedfiles/filedetails/?id=298610418 https://steamcommunity.com/sharedfiles/filedetails/?id=163589843
  13. This map really fits what I consider perfect for amount of entrances and cover for sites. I would recommend opening up the sites a bit and making the plant zones bigger. And the lighting right now is pretty neat, but I would tone it down a bit.
  14. Whenever I decompile an official Valve level (at least in CS:GO), they use func_ladders. I know how to make ladders via other techniques, but I'm curious to know how Valve makes their ladders with func_ladder. I've even directly copied the ladders from the maps and they still don't work. I don't need to know, but it just makes me really curious. Does anyone know?
  15. I would really simplify the cover on each site, they create extra unnecessary mini-spots you have to check as a T. Make the CT squeaky door at B always open, it just seems awkward having to open it. Also, the long A area has a CT skill jump spot that's super over powered. The bent fence in the area that connects T spawn to A can be used to straight up boost out of the map. The map is super well optimized though.
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