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MrRuck

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Everything posted by MrRuck

  1. Hi! This is supposed to be the first map I actually finish. I pretty much don't know what else to say. I've been working on it for half a year with a few breakes due to learning for my exams. Map takes place in a small french/italian/maybe even greek town, that's pretty much all I can say right now about the story behind the map; that's going to be something I will think of when the map is actually ready for its final release. I'm a bit lazy about updating the workshop page so if you want to see some actual ingame pictures take a look right here. Map can be downloaded here. Don't worry about filesize or anything, as of right now the map is completely made out of brushes to keep it as simple as possible. I'd appreciate any comments about it whether you like the map or not please share your thoughts and how I could improve it! Thank you! Edit: Since this post looks a little bit empty and I just tried "Auto Radar" by terri out I wanted to share the result with you guys, have fun:
  2. How did you make that overview :)?
  3. So about half a year ago I kinda stopped making maps bc lack of time. I think it would be sad if my map(s) just died so I will upload one of them here. Feel free to do whatever you like with them. Credits are appreciated. Have fun de_place_a18.vmf
  4. Update! I completely remade middle since that was obviously a problem part of the map! Also did some small changes like moving CT Spawn, adding another path to bombsite A and changing the cover in front of A! Have fun! Here's some new images: https://imgur.com/a/N2WA8 Workshop link still is the same! Here's the updated overview:
  5. Hello! This is my latest WIP map: de_place (name is more or less a *place*holder haha) I'm not entirely sure about the layout and I'm completely unsure about the theme. Right now the map is set in an italian town similar to inferno, italy and canals. But this might change, I don't know yet. Here are screenshots: https://imgur.com/a/RL4uV Here's the workshop link: Feel free to check it out and let me know what you like and dislike about it (and why) https://steamcommunity.com/sharedfiles/filedetails/?id=842126114 And here's the layout:
  6. Damn that looks sick I'm a big fan of snowy levels. What game/engine?
  7. For everybody having the same issues I found a solution! The water was inside one of my visclusters, that made it disappear when I came close. I changed the viscluster so the water is outside of it and now it doesn't disappear. For the red glass: I made it displacements, now it shows up correctly.
  8. So I'm working on my latest project that features a (more or less) small lake. Some parts of it are in a 3d skybox and this is where the problems start. Please look at these pictures: http://imgur.com/a/EwBar . When you're far away from the water you can see it (pic 1) but if you get close enough (picture 2) it just disappears. No there is no leak or anything in the map. The water in the 3d skybox is always visible. Ahh and then there's this other thing, so I use these nice red glass texture in my 3d skybox as some kind of barrier to show people where the map ends. This works very well around the whole map except around my lake. As you can see (picture 3) this texture also gets invisible (as soon as the water disappears), which is strange cuz the texture on the left stays. So I have no idea what to do, please save my christmas and help me out with that
  9. Hello fellas! My map hasn`t gotten too much attention so I'll give it a little Bump bringing lots of new information to you! The map has changed drastically in the past 2 months. The layout seems to be finally done (unless one last mapcore playtest comes to a different conclusion) and I can start detailing (already done in some areas) now. I appreciate your playtesting and your feedback so please keep on doing just that! (Ty Logic for the reply above, I did include some of your ideas) Thanks a lot for that! Btw I updated the originial post so that you can see the actual screenshots and the current layout! Here are the patch notes for the past updates: Update: 12 Jun @ 4:17pm -completely remade bombsite A -changed and added some clip brushes Update: 16 Jun @ 12:01am -changed A site again -removed vents at B -bug fixes Update: 19 Jun @ 8:31pm -B upper is now directly connected to CT -added A background area -added a room between B and connector for more cover for CTs -added more cover for CTs on B and a way to get back up to CT spawn -changed door on B, added some lights around the map for more visibility -random small fixes Update: 22 Jun @ 6:48pm -small tweaks and fixes Update: 20 Jul @ 11:40pm -removed ladder to the "boost spot connecting CT Mid to T Mid -connected the boost spot to the B Connector with stairs -connected the middle boost spot to T Mid with a ramp so it's no longer a boost spot -removed the A connector -removed the rock dropdown from Back of A to the area in front of A -removed the way leading from T Mid directly to B and replaced it with a new way leading from the throne to the area in front of B -blocked of visibility from CT spawn to Back of A -other small changes and fixes Update: 23 Jul @ 9:10pm -small fixes Update: 12 Aug @ 1:22am -added many more clips (still more to come! -opened up B site (by about 88 units) -opened up middle (128 units on the left and about 24 on the right) -added some more cover around the map (for Ts if CTs rush) -changed TRamp to Middle a little (dem rhymes) -moved haycart at B -closed down window in front of A and removed the wooden planks in front of it -made pit at B inaccessible -small fixes and changes
  10. Well the website seems to be down... Does any1 still have all the files and wants to upload them somewhere? Would be awesome thank you:)
  11. I would also appreciate to get the demo and the feedback on my map de_throne Sadly I couldn't playtest with you because of my ping which was about 2000. Fuck my life...
  12. Ty for the comment. Yes I'm not really sure about the "catwalk" thing on the left. First I thought of it just as a thing cool to look at but then I removed all the clips and now it's ingame. Maybe I'll change it again. But what do you mean with "OP spots"? Imo CTs have more chances on this site but I might be wrong.
  13. Some recent footage of my map de_throne
  14. I made some screenshots for you to make it easier to find what i mean! -wall too wide -1. strange textures; 2. wall too wide, looks not natural; 3. detail (sth. like a window frame) is missing -here's a nodraw texture you can see -detail (rim, frame) missing. This is just an example, there are many spots like that on the map -this spot is very strange, 1. it's possible to go below it; 2.the ladder; 3. imo too op => I would remove it -image explains it all -strange texturing, this is not the only example on the map -spot too op imo -clip brush missing, 1. you can stand on these small edges; 2. very small window frames blocking player -props colliding with the world (this is not the only example) -again, I would completely remove this as shown here -1. the vents are unnecessary imo, you should remove them and they don't make sound when shot; 2. strange clips; 3. I would remove that path, otherwise the CTs would have to hold 3 different angles on A; and I don't know if it was intentionally that you can boost yourself up to window with that tree but I like it (if you remove the vents) Edit: Would be awesome if you could keep me updated on this map so I can download the latest versions!
  15. -yes I saw the windows you mentioned and I really like them but anyways it should be possible to throw some smokes from further away imo -you're right I forgot the image here we go -either the one on the left or the middle one You're welcome man!
  16. So I had not that much time I'm sorry but here are some things that I want to point out: -your clip brush work is (as you said) very poor. Even without any bots I can get out of the map way to easily. You should also use more clip brushes to make movement smoother -you should make the crane a little higher, the steel bars it carries (I hope you know what I mean) are too low and they're blocking smokes and flashes thrown to A site -open up the skybox around A site, it's not possible to throw smokes or flashes from T spawn to A site, that's kinda annoying -the upper route from CT to B site doesn't make sense to me, why would a CT go there to hold B site? There's no cover or anything. I would remove it and connect it to the other routes to B from CT (shown on the image below) -there are a few nodraw textures that you can see, e.g. one in front of A site coming from T spawn -both your bombsites seem to be too big and/or there's not enough cover. Nearly everywhere you can plant is way too open imo -not enough detail, use more decals and foliage props, also try to make frames for some windows (e.g. the windows near T spawn need frames imo) -too me it feels like there are too many routes to A (4 with CT if I'm not mistaken) -some walls seem to be too wide, looks not natural imo (e.g. the very right path leading to A site from T spawn, the building you have to enter has some really wide walls. Besides all these negative points I really like your map. I like the coloring and the layout. Since I played it only alone I can not say anything about the gameplay, I don't know whether it's too CT or too T sided (or just fine).
  17. Downloading it right now, will give you feedback very soon!
  18. Hello! Down below you'll find the layout and some screenshots of my csgo wip map de_throne. Please let me know what you think of it. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=687093252 The layout may seem familiar to you, it's basically the layout of an old 1.6 map but with many changes. Thanks for playtesting and your feedback!
  19. Updated the map with a workshop link for the greybox version! Download it, try it out and provide me some feedback please:)
  20. Yeah that's CT (I forgot to name the spawns sry). But I think you're reading it the wrong way. E. g CT Spawn: Look closely at the light blue triangles and you'll see gaps between 'em where you can go all by yourself without boosting. Gonna edit the post tomorrow with an updatet map and maybe some callouts to make things more clear!
  21. Just wondering what you think of the layout of my map de_throne. It's all very alpha, started like some days ago Workshop link (greybox map): http://steamcommunity.com/sharedfiles/filedetails/?id=647604859 For the 2nd radar hidden behind the Spoiler: Dark blue arrows stand for stairs or ramps going upward (to the end of the arrow). Light blue stands for an edge you can only get up to by boosting (lower side of the edge is where the triangles are). I hope my map legend helps you understand how the map is going to look like:) As the title says this map is based on a map some of you might know. I took the layout, ported it to cs go, simplified it and changed some things I didn't like to make the map silmplier and better to play. The first one that finds out what map it's based on gets a cookie. Hint: The mapname might help you ;). See more pictures here:
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