Mondy00

Members (Full)
  • Content count

    19
  • Joined

  • Last visited

About Mondy00

  • Rank
    Newcomer

Contact Methods

  • Steam
    mondy00

Recent Profile Visitors

565 profile views
  1. thanks! more changes to come the leak you speak of isn't much to worry about. that file has been around for years. i've spoken to the original creator too, and it went well! in my opinion though, remaking piranesi would be a very strange move by the devs considering the other more competitive maps in CS' history that have yet to be remade. just my two cents. custom textures are important to the remake. i suppose custom props would be too if the right person came along, but they're not essential to the theme i have going, which will be enough to separate it from other maps thanks!
  2. Updated the map today on the workshop. This update I focused on trying to make changes that are as minimal as possible but still make a big impact on the problems inherent in Piranesi's layout. First up, the CT entrance into B was super unforgiving and too steep. I gave more room for CTs to move in on the bombsite, and also gave them more grenade options for initial smokes and later retakes. Below is an example of my efforts to significantly reduce verticality in the map, and bring it more in line with what feels right in CSGO. The ramps are much more shallow from CT and up to mid. CT side mid. Here I gave CTs more room, and two peek options. I might add a small cubby in the wall on the right side of the picture below for more positioning options. The small grass area is the new second peek option for CTs. They can peek close and low, or farther back and high. Upper mid is a one man spot, and this player deserves a bit more room to work. The closer arch is the new mid to B option, which CTs can also push from B for risk/reward map control. Cover in mid also allows for the old peeks over the walls like old Piranesi, but they are much more predictable as you can only peek from one spot (into A or T side B setup area). Below is another example of the reduced verticality. I'm also continuously playing with cover, as A site is proving tricky to balance for all situations. T main entrance to A (top right of picture below) is now wider and opened up. Ts are much less restricted in this entrance now, but the actual arch remains small to prevent CTs from getting overwhelmed in A early round. Lower mid now serves as an alternative hold spot for CTs, which cannot be traversed by Ts. Ts can contest this spot though from T side, and CTs cannot peek into A without exposing their selves (unless they smoke off the Ts' view). Blocking off one mid route (upper or lower) seems necessary, but this setup allows the old Piranesi areas and angles to persist. Below is the Ts' view into this new setup. The Mid to B path also provides a drop to lower mid, although its intentionally suboptimal for an A take. The Mid to B connector is mainly intended to provide another smooth option into B with mid control, but this setup maintains an old area from original Piranesi. Cover has been reworked in B as well. I also opened up the side connector (below picture: bottom) and lowered the window entrance to B (below picture: left side). Both are accessed from upper mid. The overview now has a bit more negative space and is significantly more readable. With the release of Canals, I've also decided on a slightly refocused theme. I'm very excited to get detailing started. I think yall will be very pleased with its direction, but I still want to make sure the gameplay is perfect before diving in. Thanks everyone.
  3. this looks great man. if you can keep visibility high and the atmosphere feelin good, this level would be awesome. looks like you're keeping the foliage abundant but out of sight lines too which is nice. would love to see this move forward
  4. Agreed, although it's difficult to determine what I'll like before the brushes go down. Will probably end up making a separate canal-less graybox and comparing them. With it being a remake, I'm hoping to give it as much originality as possible. I had plans to incorporate canals into the skybox and unplayable area, which is why I'm considering tossing them out all together to stay away from de_canals. Thank you both for posting.
  5. Hi everyone. Work is continuing on Piranesi, but the recent release of de_canals by Valve is a bit troublesome. I'm considering removing the canal elements of the map and some other theme elements to separate it from de_canals. I think de_canals does a lot of things wrong that I could do better, but I still think some separation might be best in the end. Just wondering what others think. Here are a few screenshots with some new ideas as balancing continues as well. New CT entrance to B for easier retakes: View from back of B: Upper mid expanded: Back of A:
  6. The theme is changing to a colorful, Italian city. Way more colorful and lively compared to cs_italy. To separate it from the new de_inferno, the colorfulness and more urban setting will do the trick. A place called manarola is serving as inspiration.
  7. I've done some more work but have neglected to update this page. Really making sure that the map is enjoyable and competitive before I start detailing. Here are some more recent screenshots.
  8. I'd like to change my submission from Sunday 5/8 to Thursday, 5/12. Thanks
  9. The theme is based on venice, the canals, and the straight, aligned colorful buildings. I think Piranesi would be bland if it did not get a theme change, and it would become something like Cobblestone 2. So yes, the layout will remain the same, but the theme has been different from the start. Check this google image search for the feel I will be aiming for. Thanks for posting
  10. Hey everyone. I've been working on a huge update to really bring the map back in line with the Piranesi that I loved on source. At this point, I've gotten the areas playable enough to be sent to the workshop and tested. The changelog is on the workshop. Here are some screenshots: Please let me know what you think of the map's progress. http://steamcommunity.com/sharedfiles/filedetails/?id=637979009
  11. Just sent out a pretty significant update. I'd like to know what anyone thinks about the new additions. My main concerns revolve around competitive gameplay and faithfulness to the source version, so keep those in mind. Thanks all!
  12. I figured I was doing something wrong, but my playtest demo seems to be corrupted as well. It just kind of crashes after warmup. Didn't get any useful info after that. Don't know what to do
  13. The map has been updated after incorporating some feedback from a recent playtest. Please let me know what you think! I'm doing everything I can to ensure it's great. Thank you for your interest. Let me know how you like the map's progress as it continues.
  14. Thank you to everyone involved in organizing and maintaining this. Super helpful. Edit: Also, I would like the files associated with piranesi whenever they're available. thanks again
  15. That's kind of the goal of the foliage. I've been thinking about ways to implement lower bridge that add to the gameplay, but it's quite the challenge. And in terms of size, most of the major encounter points are very similar. The tall walls with no detail also make the player feel small at this stage. I still like your points though. I'll think about them going forward. Thank you