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Daidalos
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Hi all! I recently finished this map and renamed it from de_gallery to de_stirner. Stirner is the name of a fictional artist of whom many paintings are on display in the gallery. Here you can find the map in the Steam Workshop. Please post any bugs or suggestions in this thread or in the Workshop comments. Thanks to everybody that suggested something for the map and good luck to all the other entries!
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qeawré.XMScASgéAZFSJ reacted to a post in a topic:
[RELEASED] de_stirner
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Because this is your first map and you only got 2 months left, don't make it too ambitous! I would love to hear some of your ideas that more skilled players can utilize, good luck with your map!
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First of all, Thanks a lot for your feedback I am nearly done with detailing and will upload a newer version soon. Because I also realized that ct rotating might be too restricted, I added a second door (between the lower stairs and B outside) That can be both used by Ts and rushing CTs. The amount of hiding spots was intended and is balanced imo, because you can destroy some of the pillars and demolish the hiding spot by doing so. When I have updated the workshop, I will post it here so you can have another look at it.
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Really cool idea to use ideas from a novel. Just make sure that you dont let this restrict yourself in detailling. Always use own ideas to make it unique:D.
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Good point, looks better!
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Btw, I used Textures from TopHATTwaffle: http://www.tophattwaffle.com/downloads/realworldtextures-2-textures/
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I started detailing the map: Please tell me how you like the design, I created the paintings and statues by myself. The map takes place inside a fancy art gallery in Frankfurt. The gallery currently hosts a temporal exhibition about the imaginary modern cunstructivism artist August Stirner.
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I just uploaded the map to the Steam Workshop! http://steamcommunity.com/sharedfiles/filedetails/?id=939489084
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Today I updated the Layout: I removed the connector between CT and B Long, moved CT spawns back and T spawns forward, added a connector between A Main and B outside and changed the connector between A and B to make it an unpassable window. Gonna be uploading the map to the workshop soon!
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Ducksworth reacted to a post in a topic:
Cancelled
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Infarlock reacted to a post in a topic:
WIP cs_spacebase
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Do you have any good tips to do this, because I already tried to make it hard for CTs to push, by e.g. adding a passive boost spot in front of B Long.
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It would be interesting to add another path for the Ts to use to enter B that plays more supportive (e.g. a goo place to give surpressive fire or flashes) Keep it up, great work!
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I'm really looking forward to seeing this map finished! BTW you can use cl_mapoverview [int] to get a better angle for the overview image. Keep it up!
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Just from seeing the Layout I would suggest a small pathway next to the direct path from T and A. If you design it similar to Blue on Cache (The Blue Player will only push out if the Main player already got a bit control) it might give Ts a useful spot to use some more strategy. Keep it up:D
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Daidalos changed their profile photo
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Good point, I wanted to let the CTs gamble: Either they push out of the site, gain map control and a big advantage or they can stay back and wait for rotates.
