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Gauss

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About Gauss

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  • Real Name
    Alan P

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  1. Tangerine

    Could you increase the height of this window in Middle? It's easy to jump out of as a Terrorist, but as a CT it is very easy to get stuck. It happened to me several times when starting from the car. Great work with the map, it has a very cozy atmosphere. I particularly like A-Long
  2. Abbey

    Wow, this looks beautiful! Those buildings are amazingly realistic
  3. Glad to see you didn't lose all of your progress, would have been disappointing to see you drop out because of something out of your hands. Keep up the good work! I like your map's slight deviations from the 90° grid, makes it look more interesting
  4. [WIP] de_bali

    Made some changes since last week: 1) Added bridge/underpass at Top Middle, and moved CT Spawn closer to A CT's were getting to B too fast -- they were able to push all the way into the Terrorist lobby area, making it super unfair to unsuspecting T's. 2) Raised height of B-heaven Previously, T's were able to take B site and walk into "heaven" at the same time -- this made the spot pretty useless as CT's, as it did not prevent T's from simply pushing through it (imagine heaven on B-site Cache being at ground-level... it's usefulness would be severed). Now, terrorists will have to clear the spot with a smoke/molly to plant safely. It is possible to get into heaven from the site itself, but it requires a well-timed skilljump from whitebox, meaning whoever performs it would be fully exposed for a good couple of seconds. 3) Prettied up the B Lobby area The path from T-spawn to B has been slightly detailed, so the terrorists will now pass through a hotel lobby before reaching the site. The windows and walls have been adjusted as well, allowing grenades to be thrown from the building onto site (for terrorists), and from site into the building (for counter-terrorists). 4) And lastly, most importantly, the make-or-break point of the map Added a crate in connector for some cover on the right side of the wall. (super important) Playtest coming up soon hopefully! Detailing will be able to begin soon afterwards.
  5. [WIP] de_Noordveld

    Definitely feeling that underground concrete vibe, looks good! Although, I don't think the vines/overgrowth is super realistic - they should need sunlight to be able to grow like that right?
  6. Add a few more lights to balance the brightness out (you barely ever want to have only one light per room!). The outside areas could work as they are, but the easier it is to see, the more fun it is to play Also increase the ceiling height, players should have at least 128-144 units of vertical space to jump around and not feel claustrophobic. If you have climbable boxes, you want players to have space to stand up and jump off those as well
  7. [WIP] de_bali

    Finally got a free day to work on the map! Here are some updates:
  8. [WIP] de_bali

    Just finished up a playtest, thanks for everyone who showed up and gave feedback Here's a quick look at what the new layout will look like. I took your suggestions into mind and tried reshaping the map to flow better and contain less dead-space. Well, time to start Hammering away and making all the changes! I'll probably playtest the edited map with another group within a week or so, just to get some other perspectives on it.
  9. [WIP] de_bali

    Well, time to resurrect this post About a month and a half later, I'm finally happy to present the newest iteration of de_bali! The original layout has been scrapped, and finding a new one took me quite some time. After 4 cycles of frustratingly going back to the drawing board and reworking design flaws with the previous ideas, I finally settled on the layout I wanted. Voilà:
  10. [CS:GO] De_Grind

    Wow this all came together quick! I remember seeing a teaser image a couple months ago, and now the map is completed! (Although maybe I'm just really slow in comparison ) Great work on this one, definitely something to be proud of.
  11. [RELEASED] - Studio

    Fantastic work, very appealing to the eyes Looking forward to a completed product here!
  12. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1089166486 (Old stuff below) Workshop Description: A religious extremist group has been spotted at shrines and temples all across Bali, Indonesia. For years this group has been known for targeting, attacking, and destroying any and all places of worship. The national counter-terrorism unit has been dispatched to protect the sanctity of these Balinese relics. ----------------- After looking for a unique location for a map, I came across the island of Bali, notable for it's tropical landscape and volcanic terrain. There are many tourist attractions on the island; the one I focused this map around is called Tanah Lot, an ancient temple still used by monks to this day. It is a very unique structure - It was built and carved entirely of rock, and resides "in the ocean" - or at least quite a bit away from the shoreline. Waves are constantly splashing up against it, and during high tide the entrance to the temple is completely covered by the sea. This is the main setting for my map; my A-bombsite resides on top of it. The B-bombsite was more of a creative afterthought based on the terrain around Tanah Lot. It is seperated from A-site by Middle, which is located in a cave underneath a mountain. The B-site is designed after a small, concealed area for prayer and meditation. This site was not based off of any real-world location in particular, but it will contain artifacts resembling those used in Balinese architecture. Changelog:
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