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NikiOo

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About NikiOo

  • Rank
    Regular

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  • Steam
    http://steamcommunity.com/id/bromangen8/

Profile Information

  • Real Name
    Nick Stefano
  • Location
    Bulgaria

Recent Profile Visitors

716 profile views
  1. [CSGO] de_ruby

    Absolutely incredible! You are amazing at creating these city maps, catfood. I can keep running around the map for hours and I will always find new things. Amazing attention to detail. I've been following the development of this map since the first public greybox throughout all it's iterations and It's absolutely amazing how far it has come.
  2. [CS:GO] DE-VENOM

    The Art looks fucking sick in the pictures and I believe you can make it look even more sick. And the layout is more complex and interesting than it looks. Looking forward to playtesting it.
  3. [CS:GO] De_CarFactory

    It's sporting some grillz.
  4. [CS:GO] De_CarFactory

    Just a heads-up so you know I'm still working on this, I started designing the car: Not sure if I like how the front turned out. Maybe it's just the shape of the headlights that's turning me off. Also this is the first car I've ever made so It probably looks like shit and I'm just not realizing it. Other than that I have a cool idea for the layout that I'm experimenting with and hopefully I'll have something to show soon.
  5. [CS:GO] De_BigAssStatue

    Redesigned A site: It is now a warehouse with a BigAssHandâ„¢ and something else. Some other small changes. Updated to the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1297030515
  6. [CS:GO] St. Malo

    It's an interesting layout. Bombsite A plantzone is kind of in the weird place. I feel it's gonna be quite difficult to defend for the CTs, but then again there's some pretty complex chokepoints so I couldn't test the timings very well on my own. One of the things I think could be a problem is the long sightline from the main T entrance to B, which can be seen through the windows all the way from outside the greenhouse. Have you done a 5v5 test on the layout yet?
  7. [CS:GO] De_BigAssStatue

    Did some texturework and added some custom shipping containers: Most of the containers will be replaced with more interesting geometry. Working on some custom rocks and stuff. Here is the reference: Update coming soon to the workshop.
  8. [CS:GO] De_BigAssStatue

    Thanks you, Vaya! I'll make sure to use them in all my maps.
  9. [CS:GO] De_BigAssStatue

    A big ass statue is being constructed on an island in the middle of the ocean so it can be visible from 4 continents. A hostage has sneaked in... If you've taken part in the Mapcore playtest 3 weeks ago here are the changes I made since then: Adjusted the angles in B site Hut, which were an issue before. Also added a yawning and some more cover to shorten the sightline towards the site. B site cover completely reworked. There is now less cover to defend the site and it's strategically placed in order to encourage the players to watch each other's backs since there is no perfect spot to defend both entrances from. T side mid route has been slightly simplified, therefore making it more valuable for rotating between the sites and fixing some unfair spots. A 'catwalk's headshot ramp has been replaced with a climbable drop with a ladder and a box, also there is a door there now. The door is an experiment, it's also supposed to be breakable. Some changes to CT spawn, including a fence you can look over into B site by stepping on a stack of corpses. This seemed like an interesting feature to retake the site so I decided to try it out. Added a ladder from A site to A catwalk next to the underpass so that CTs can more easily and quickly rotate. Added some Hands and one Leg has been lifted to make space for the new path. Blocked the sightline where CTs could push forward into the A main chokepoint and look into the T ramp. The divider fence between Left Mid and Right Mid has been slightly lowered. You can now boost a teammate over from both sides, but cannot solo jump over. Some other small changes, including blocking off some spots where players could look over walls into other areas of the map. Overall what I'm trying to do is encourage CTs to play more forward positions, instead of defending from the actual site itself. I don't want CTs to be staying in B site. I want them to play forward and only fall back if they get pushed by the Ts. Ts also now have more control over top side of Right Mid so they can work with that towards taking control of Middle overall. It's also easier now for Ts to hold their positions. Again thanks to ZooL for the awesome dev texture! BigAssStatue's layout is inspired by Overpass and it's actually not as big as it seems. This is how map control is distributed at the beginning of the round: http://steamcommunity.com/sharedfiles/filedetails/?id=1297030515 Some more screenshots: As for the other maps, De_Glace is on hold, I'm still working on De_Carfactory's layout, it requires a lot of research. And I'm hopping between this one and the other sever maps I'm working on, that you don't know about.
  10. What I'm Working On, 2014-Forever

    I think you can get away with the stars, at least. They are very useful for lining up smokes, and sacrificing realism for gameplay wouldn't be a problem on this occasion. Apart from that I think the weakest area in the map in terms of Art is the T connector to B. It looks like something from Borderlands, because of the black trim textures, you use and some of the wear on the props, combined. It just doesn't look like Counter Strike to me.
  11. What I'm Working On, 2014-Forever

    This is fucking badass! So excited. This has to be your strongest release so far.
  12. [WIP] De_Glace

    Got a small update with some clipping and bug fixes: Don't worry, I haven't abandoned de_bigassstatue, I've got an update coming with some changes to middle and fixed weird angles.
  13. Firenze {WIP}

    Please explain this jaggedness:
  14. [CS:GO] Improposition

    I love these textures! They give you +10 mapping skill when you use them. Other than that it's seems like there's a lot of really long angles on the map.
  15. [WIP] De_Glace

    Yeah floor pattern is pretty big and the elevator door is just a brush so I do not know how accurate it's size is. I'll definitely look into this. It's kind of on a hold right now, but I will get back to it when I'm ready for the challenge.
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