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  1. how do you make such nice rocks, what texture size are they?
  2. Haven't had that much time. Readjusted some minor stuff on A. But redesigned B. Moved the platform wayyy out, moved the platform wayy down and redesigned the cover on the site. Pics: https://imgur.com/a/4ODSDxb Radar:
  3. Fixed some minor stuff, moved stuff even more around on B. Map is ready for the next playtests now Radar
  4. After more playtesting, redesigned B site, redesigned A long/mid completely.
  5. https://github.com/Terri00/CS-GO-Auto-Radar And tophatt just released a tutorial!
  6. Really like the rain & the sounds, very nice!
  7. After a comp playtest in the source engine discord, we got a lot of feedback. It's cool to have different peoples opinion on stuff, but people are still really scared to actually "push" or get to the aggresive CT timings, and prefers staying back thinking they don't have time to setup (they do). You can easily go into B short, molly the T entrance and go down to the tunnel. (Or take control of the entire A area, 3 CTs) Even so much that T spawn has been moved forward a little bit. Changes: Middle 1. Added a "sign" or top cover to the tunnel + Added cover to reward CT
  8. Played a bit more and got more nice feedback, change the general routing of T spawn to make it more intuitive regarding what site to runto, and visibility generally. Minor tweaks all around. Started to learn basic of 3d modelling so we can get custom assets, it's gonna be a long journey but it's gonna be fun! Some positive feedback on the layout lately so i hope it's gonna be good in the end! Album: https://imgur.com/a/0YKlxIq Layout:
  9. Looks amazing, contest is over boys pack it up... You should post a video/tutorial of painting the displacement mountains like that
  10. https://github.com/Terri00/CS-GO-Auto-Radar
  11. After the playtest (casual) with the source community, we got a lot of feedback. Me and Krug (who's helping) decided to listen to what everyone said, and tried to do a version with most suggestions. We didn't like it at all, and it felt completely like a three lane map (removing the B entrance to the mid/pipe), and removing the cool original layout stuff we had done. We went back to the original map and did the changes, where we still had some of the "cool" ideas from the beginning. We also thought people didn't use grenades and just camped sites, so we thought we should probabl
  12. Closed off the map to make it more "apropriate" for playtesting (meaning it is actually underground). Redid everything about short B + T spawn, changed the timings so CT's have more time to setup. Album + minimap: https://imgur.com/a/aZjUoUA
  13. Updated the layout a bit, shifted back the connector, changed B site.
  14. Played it a bit, redesigned the sites a bit, did a proper minimap, added wingman support. It is playable now. Album: https://imgur.com/a/AmBGiPN
  15. Thank you very much for the feedback! On A i agree, i changed the bombsite layout a bit with some ideas from a friend, and i lowered the upper part. I don't want a regular mid, i want a "mid" like overpass connector which is a glorified T rotation point, that CT's can take control over (and in this case it being more rewarding and harder to do so). I want the main battlefield to be the area outside A, so the T's fight for map control there, and CT's could possibly even play 3 there and take the map control/slowly take middle. This also results in retakes being
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