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ExtraCheesyPie

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  1. Like
    ExtraCheesyPie got a reaction from DutchCrazyGamer in Shunker (Hostage)   
    Map update/bump. We've 'officially' released the map
    but its also a little unfinished in a few regards, in addition to a few catastrophic bugs we had to fix at the last minute. We will be exercising our right to update the map on this one. At the very least it's a vital lesson in time management. Hope you guys enjoy what we have done, because we'll still be slaving away at it.
  2. Like
    ExtraCheesyPie got a reaction from DutchCrazyGamer in Shunker (Hostage)   
    Surprise, this project isn't quite dead yet (at least amongst the graveyard of single post threads)!
    I might as well share some screenshots of what Bristn/OP and I have been working on. Any thoughts would be appreciated. Obviously still heavy WIP
     
    https://imgur.com/a/uFhJb2y
  3. Like
    ExtraCheesyPie got a reaction from a Chunk in Shunker (Hostage)   
    Surprise, this project isn't quite dead yet (at least amongst the graveyard of single post threads)!
    I might as well share some screenshots of what Bristn/OP and I have been working on. Any thoughts would be appreciated. Obviously still heavy WIP
     
    https://imgur.com/a/uFhJb2y
  4. Like
    ExtraCheesyPie reacted to Radu in [WIP] Touristas (now) de_xenos   
    Why are you taking photos with your phone? of the map, that's in-game, which has steam overlay running, that has a built in screenshot feature
  5. Like
    ExtraCheesyPie reacted to Wintrius in de_grotto [WIP]   
    Well, layout always comes before visuals in my eyes. You can adjust the visuals to the layout I'm sure. Still, I wish you well on your future developments.
  6. Like
    ExtraCheesyPie got a reaction from Lefty in Shunker (Hostage)   
    Surprise, this project isn't quite dead yet (at least amongst the graveyard of single post threads)!
    I might as well share some screenshots of what Bristn/OP and I have been working on. Any thoughts would be appreciated. Obviously still heavy WIP
     
    https://imgur.com/a/uFhJb2y
  7. Like
    ExtraCheesyPie got a reaction from Wintrius in Shunker (Hostage)   
    Surprise, this project isn't quite dead yet (at least amongst the graveyard of single post threads)!
    I might as well share some screenshots of what Bristn/OP and I have been working on. Any thoughts would be appreciated. Obviously still heavy WIP
     
    https://imgur.com/a/uFhJb2y
  8. Like
    ExtraCheesyPie got a reaction from ynel in Shunker (Hostage)   
    Surprise, this project isn't quite dead yet (at least amongst the graveyard of single post threads)!
    I might as well share some screenshots of what Bristn/OP and I have been working on. Any thoughts would be appreciated. Obviously still heavy WIP
     
    https://imgur.com/a/uFhJb2y
  9. Like
    ExtraCheesyPie reacted to Bristn in Shunker (Hostage)   
    cs_shunker - Workshop link (might not be approved yet)
    This is our submission to the contest. We, @ExtraCheesyPie and I, decided to make a hostage map, because they are way cooler than defuse maps, set in a museum connected to a anti-air tower from WW2.
    Unfortunately we weren't able to fully detail/polish the visuals in time, but the missing detail shouldn't have any impact on the core gameplay. This first version is missing even more detail, because I was to tired/stupid to figure out how to use propper properly and thus we had to hide some detail brushes in order to stay below the brush limit.
    You can find a full album of screenshots here.
    Radar

     
    Inside the anti-air tower

     
    The exterior of the museum

     
    Feel free to check it out!
  10. Like
    ExtraCheesyPie got a reaction from jd40 in Anubis   
    Looks impressive, but the bleakness is a little odd looking. Maybe a slightly yellow-er color scheme (even in color correction. although ideally in updated textures/models) would help make it look less sickly?
  11. Like
    ExtraCheesyPie reacted to fewseb in [CS:GO][WIP] Trailerpark   
    Where to begin with this map
    first and for-most, both of the bombsites are incorrect, bombsite A is listed as b on the radar and vice versa
    I also found the clipping was lacking around the wood fence barriers.
    Its almost shocking how little this map actually resembles a trailerpark.
    For one thing, none of the "trailers" resemble actual motor homes, aside from a few that you dont actually enter.
    Im from a part of the United state where every town has about 3-6 trailer parks, so im well aware of how they would actually look.
    Obviously you couldn't do the traditional single lane with trailers in a neat and uniform positioning, that would never work, but most of these buildings dont even come close to resembling a trailer.
    Every single trailer, despite being very different in design, all feature the exact same corrugated metal texture, and slated window. Every interior is practically identical and not in a good way. Despite your frequent use of the slated windows, including in areas where they seemingly exist in between two interiors rooms, almost none of the interiors lighting is natural, youve got bright sun flowing in, but its very obviously not real light.
    Real trailers, when their windows are not obstructed, are usually filled with natural light, because of how many windows there are and how small the interior space is. I dont see why you put so much effort into placing windows all over every single building, then use none of the natural sunlight those windows would allow. Every single building has the same gross yellow lighting, on yellow wall paper, with yellow-brown wood siding and floors. This is a harsh contrast from the outside, where you have natural cool lighting, from all the light colors and bright blue sky. The interiors dont feel like they match the exterior in how they are lit.
    I get that having clean walls and clear spaces is good for gameplay, but running around this map felt like I was running around a miniature scale model in lobby of some architecture firm. The map enters the uncanny valley with just how unrealistically clean every single surface of the map is. Its a trailer park, trailers are not made with high quality paint and metals to begin with, they are designed to be cheap, but aside from that, this trailer park is in the middle of a lake. Next to a shore filled with sand. The lake it also seems to be in the middle of a forest. The amount of the moisture with the from the lake, combined with all that sand, would at the very least be degrading the bottom trims of the trailers, but realistically, every trailer that faced the lake would be rusting with paint chipping off. Speaking form experience, wildlife would burrow under the ground and into the bottom crawl areas of the trailers. They would rip through the bottom trims even more.
    I also find it bizarre, that this trailer park is seemingly on a peninsula in the middle of a lake, its surround by water on 3 sides, its also seems incredibly unlikely that anyone would waste lake front property on a trailer park.
    And this is where I realized what this map should be, not once when I ran around the map, did I get the feeling I was in a trailer park, the beach, the odd storm drain tunnels, the mountains and bright blue sky do not invoke a feeling of being in a trailer park. This map would work so much better if it was set in a summer camp, or some kind of national park reception area. Its a real shame too, because the sense of outdoors and sense of adventure not to dissimilar to ones a child would get from being in the woods, overwhelm everything else thats trying to be a trailer park.
    One last point of contention I have, T spawn and CT spawn seem thematically reversed, as in they should spawn in each others spawn area. The Ts start outside the park, what I assume is their moving truck has been left behind down the road, while the CTs start out near the beach with an APC that seemingly left not tire tricks in the sand. Its hard to tell what the bombsites are supposed to be, but it would make more sense thematically, if the cts started in the street, while the Ts start out in the trailer park itself, the Ts having resided in the Trailer park itself, with the bombsites being their stockpiles of weapons.
    The FBI would want those stockpiles as evidence of some kind, and the Ts would want to destroy all evidence of them even being there in the first place. Some sense of what the Ts are even bombing would be nice, as it stands grey crates with grey barrels dont inspire much thought as to would they could be. Additionally the A site, grey barrels look very unnatural, They are all uniform with each other, and the hinge of the lid face the exact same way for every single barrel. Simply Rotate the barrels different directions on the top layers would fix this.
     
    I know this may have come off as overly negative, however I see potential in this map, by just making a theme change. Its already got the atmosphere for an outdoor, national park type map, it just needs a different look applied to the buildings. Granted, it would obviously be easier to just change the 3d skybox and the out bounds details, to suit the trailer park theme more closely, then changing all the game play areas.
    Either way, just keep improving it, this has the potential to make into the game itself.
  12. Like
    ExtraCheesyPie got a reaction from Gauss in [WIP] de_splash   
    too bad it looks like you can't go down the slides :'(
  13. Like
    ExtraCheesyPie reacted to Lefty in de_studio   
    @JimWoodI was using the name Studio before ZelzStorm changed his map's name from Broadcast to Studio. ¯\_(ツ)_/¯
  14. Like
    ExtraCheesyPie got a reaction from Freaky_Banana in [WIP] cs_keep   
    A castle on the coast has been infiltrated by terrorists, who have taken hostages. I'm going for a very thematic map, with moody lighting, a night settings and dramatic cliffs into the water (not yet implemented, but trust me, they will be there).
     
    The map was started in a crusade to make a good hostage map, and i'm attempting some novel ideas. There are anti-rescue camping spots i've placed that will allow returning CTs to get an additional angle on any terrorists situated there. The layout is pretty simple and I hope to see where it goes after some iterations. Maybe i'll even do some detailing before the contest is over.
    Putting my workshop link here (The rules said putting the workshop link in this thread constituted an entry, but i'll just state it's not my final entry and I hope that counts) 
    You can check out some screenies and try it out there. Please feel free to leave feedback, as it would help me improve on the map. Thanks :-)
     


  15. Like
    ExtraCheesyPie got a reaction from SirK in Counter-Strike: Global Offensive   
    its janky but I actually really like Janky maps, i find they have a lot of character and complexity a lot of the time.
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