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Everything posted by T-Rexer

  1. Frostbite Update 1 We have just updated Frostbite for the first time with a major update. We tried to include as much of the feedback posted here and elsewhere in this update. Feel free to leave more feedback. We are working on another fairly substantial update right now, trying to eliminate as many bugs as possible, so post everything you may find. Patch notes: [General] - Improved performance (up to 20%!) - Reworked lighting for better contrast between in- and outside areas. - Added fences/rock cliffs to areas where the map boundaries weren’t obvious. - Reworked map boundary clipping. - Added more weapon spawns across the map. - Fixed weapons spawning underneath the ice. - Fixed drone delivery issues (thanks Valve) [Radio] - Reworked buildings to eliminate dead ends. - Added a lock to the outhouse. - Added second story to the telescope building. - Added chain-link fence around the base of the tower to indicate inaccessibility. [Village] - Opened up one of the previously closed buildings. - Added pathways between buildings for better navigation in the area. [Town] - Reworked building frames for lighting and collision improvements. - Added graveyard area. - Reworked statue. - Reworked textures. - Adjusted clutter. [Tourist] - Fixed misaligned ski lifts. - Added more ski lifts. - Added ladder and jump puzzle to get on top of ski lift building. [Alpha] - Moved resort building moved further away from ski slope. - Opened up first and second floor of previously inaccessible resort building. [Shack] - Opened up first floor. - Added stairs to connect garage to first floor. [Tunnels] - Added signs for easier navigation. - Added path from west entrance to north exit. - Improved lighting. - Reworked north exit. - Reworked tunnels near west entrance. - Removed bathroom area which led to a dead end. - Improved visuals in the cave section. [Boat Houses] - Reworked one of the buildings. - Added snow on outside wood flooring. [Tower One] - Added information sign. - Added snow on outside wood flooring. [Misc] - Added more snow. - Improved texture blends. - Made ski flag poles more vibrant. - Fixed an issue where broken windows would still make glass sounds when shot. - Fixed misaligned props and displacement gaps. - Disabled ice reflections on low shader detail settings. - Updated and reworked deployment overview to better indicate the actual playable area. Pictures of the new fence and watchtowers around the map, aswell as consistent snow ontop of every building:
  2. Hey @Wintrius , thanks for the feedback. I definitely agree with almost everything you said. The repetitive buildings and interiors can be addressed, though it is not that easy to make it vastly more detailed for optimization reasons, but I agree that areas are very empty. We will address all of that through updates in the future.
  3. The Danger Zone experiment has opened up a new location atop of an old ski resort. Amidst abandoned cabins in the frigid cold, who will be the last man standing? A community Danger Zone map created by: Chief, Hasselhoff, KlixX, Quoting, Seth, SkratchPost, Slimek, Squdski, Squink, T-R3x3r Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2168101259
  4. Published the WIP layout: https://steamcommunity.com/sharedfiles/filedetails/?id=1767159843 Areas like T spawn and B are very rough right now. Mostly for timing reasons
  5. Added Sirocco to the downloads for anyone interested
  6. T-Rexer

    [CS:GO] de_austria (WIP)

    That’s sucks to hear. I really enjoyed Austria and still think that the mid building is a amazing way of not having a classic mid. So do you plan on working on a new map any time soon?
  7. This looks really promising, would like to test it out right now.
  8. T-Rexer

    [Wingman] Turnpike

    The competition will be really close with all of these high quality maps
  9. Blacksite Danger Zone map decompiled: Hammer will not run very smooth with this map! https://www.dropbox.com/s/54xq50stuexq0rd/dz_blacksite.vmf?dl=0 Sirocco Danger Zone map decompiled: Prop scaling on the oil pipes is wrong! https://www.dropbox.com/s/adhxouhualsksk4/dz_sirocco.vmf?dl=0
  10. T-Rexer


    Thank you for the feedback, I guess we have to work on the lore a bit more :D. The gameplay problems will be addressed in an update before the deadline.
  11. T-Rexer


    Please mention them. We want to gather as much feedback as possible before the contest deadline.
  12. T-Rexer


    We did that to show the cave, because Squinky thought it looked nice.
  13. T-Rexer


    High above the world in a lost mountain, a dormant volcano begins spewing out a mysterious liquid. Arcas Industries immediately claims ownership, but what are their nefarious intentions? And more importantly, can two lone terrorists stop them? This map was made for the 2018 r/CSMapmakers Wingman Competition. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1575910876 Art and Design: @Squinky Layout and Design: @T-Rexer
  14. yea, our tastes seem to be quite different
  15. Timings are not at all like the normal version. To Nuke, I have not played it a lot, but I was suprrised how well it plays with the reworks. Not perfect either, but at least for me way more enjoyable than inferno.
  16. Pit? Apartments? Headshot angels. Crates on the side are just head peeks. Might be just me, but that’s not really fun to play
  17. I have to disagree with you there, at least on the map part. Rialto is awful and not fun at all imo. So many spots where you can be as a CT, the path around the apartment seems useless. In addition, Inferno is the worst of the de_ maps turned wingman map. It is horrible as a T and the timings are just really unintuitive. In addition it has all of the problems that de_inferno has on A side. You are right about the bomb thing. Planting is very rare and not really useful. The economy is something that can be debated over, but it’s not perfect in wingman. Definitely better than in hostage.
  18. Experimenting. A lot of work ahead
  19. I was bored so I made a Flying Scoutsman layout one evening, with no intention to finish it. After a surprisingly fun playtest, I changed my mind and worked together with the maker of the map Beerhouse to make this map visually appealing. So this here is the final version. There will be obviously problems with all the displacements, so feel free to report them to us. Hope you have as much fun playing this with friends as we did making it. Story: Deep in the Outback, the Phoenix have set up base in an old opal mine. Hearing of an imminent plan to attack the government, Northern Territory Counter-Terrorist units have been called in to halt the operation... Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1399373623
  20. T-Rexer


    Thanks for the feedback. The ladder got fixed in the latest update. All the Playerclips are from the beginning of the map. In the newer areas we will replace the old playerclips with the normal ones. I have not really worked on the navmesh, but I will keep that in mind when i am going to work further on the nav mesh.
  21. T-Rexer


    Some early environment stuff at A side:
  22. T-Rexer


    Layout update:
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