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NikiOo

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Everything posted by NikiOo

  1. I like the changes that you've made to the layout. It makes it a lot more playable for 5v5. The A site overlook position with the two windows still feels kinda weir with that unbreakable blocked window.
  2. Decided to change the theme of the buildings: Inspired by this: Slight changes to the layout: - Sight line from CT spawn to upper B shortened. - B site cover changed. - Connector from CT to Mid and B reworked. V3 coming soon to the workshop.
  3. De_Glace V2 Update: Here is the new overlay: I made some changes to T spawn in order to make it more spacious and to adjust timings: CTs now have more time to take positions on the bombsites and 2-3 extra seconds on middle. Also the sight line from Outside B and the entrance to the ship on T spawn is broken. This way if the CTs make an early aggressive push on B, they won't know if there are any Ts outside A. I think this is a good addition. I also changed the water to this one: It fits the theme a lot more and adds a nice arctic vibe to it. I also experimented with some detailing on this building, inspired by this: I like to have something pretty to look at when I am testing my map so there you go Won't do any further detailing until I am done with the layout. How do you like those snowy shades on the building by the way? And that custom crate I made with brushes, I won't use it in the map. I was just trying out some stuff. I will make my own props. So that's it for now. Slowly making progress. Here is the whole gallery: It's been updated on the workshop as well so you can check it out.
  4. What happened to the Copenhagen theme? I really liked that one.
  5. De_glace is set on the north pole, where one of the bombsites is in the center of a research base settlement and the other one is on a cargo ship, or a crab fishing ship. The terrorist have arrived with their plane to destroy the scientist's home and blow up their ship (the scientists like to go fish some crab in their free time to make up for the low salary). The idea behind bombsite A is that one CT is going to be playing outside the ship, probably sniping the bridge, while the other one is going to be inside the ship itself. The way bombsite B is supposed to work is: one CT will play behind the site from the overwatch position and spot for information, while the other CT will be playing Inside the bombsite. Middle can be watched by one CT. Middle gives access to the B squeaky as well as A short. Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=919675967 Overview: Screenshots: This is my 5th map and I want to finish it and make it look awesome. Known issues: - Seems a little too T-sided after testing with bots. - There is very little clipping done in this early stage of development.
  6. Nice work with the detailing!
  7. You should change the textures of those brick walls on T side of middle to the same white walls textures that are on CT spawn next to the benches and the tree. That would improve visibility and would be a lot easier to spot enemies and would fir the theme better.
  8. If I am not mistaken, there's been a leaked map file in the cs files so valve is probably working on this map.
  9. Damn does that look pretty! Visibility is on point! Can't wait to try it out.
  10. The Garage interior looks kinda boring and it's pretty dark too. I suggest that you add some windows to the walls, maybe windows that are not see-through, like nuke, and also add some lamps. The walls are quite empty as well. Add some pipes and cables going along them.
  11. I think it would work as a defuse map if you added a second bombsite where the pool is.
  12. What's with that building in the first picture?
  13. de_kilkenny Whitebox W.I.P. Link to steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=862818852 New Imgur Album with the latest pics from V3: Progress: 42% Layout: This is my 5th CS:GO competitive map( 5th on the workshop, I have a lot of unfinished work). It is a layout I put together on a paper for a minute and it has changed a lot since the initial build. This is my idea about middle and how it is supposed to work: The terrorists arrive at middle at about the same time as CTs and they can rush through the middle opening window towards A. That way they will arrive at the site just when the CTs take positions. But that way they risk getting picked off by CT AWPer/AWPers peeking mid. If they decide to instead go around through Secret they will not be noticed by the CTs and the choke point will move a little bit towards the Ts allowing the CTs to get aggressive. I think this is an interesting mechanic and makes the map more strategic. The terrorists can decide to smoke off mid and cross or set up an AWPer to watch the CT area of middle for any potential CT AWPers. The CTs on the other hand can purchase 5 awps and go all mid... which makes no sense. Middle also plays an important role later in the round allowing for faster rotations and split pushes. The CTs can also play 2 men middle - one in CT Mid and one Underpass. Please give me your opinions. Updates: Update: 13 Feb @ 6:55pm V2: -Adjusted timings overall. -Widened mid T window(now it can not be smoked off with one smoke. -Added a second opening for the CTs towards bombsite B, kinda lika a balcony. -Added a room with a self-boost window for the Ts outside B(for timings and for holding for pushes). -Added a second path to A over 'Secret'(check the screenshot for callouts). -CT mid is widened. Now you can hide to the right behind a second column. -The bomb target areas are now colored with red. -Added yellow boxes in the underpass (towards B) entrace. -The .bsp file is now called de_killkennys. Update: 12 Feb @ 9:24pm All the custom textures have been packaged with the .bsp file so there should be no problem with running the map and no black textures.
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