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About CoconutDawg

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  1. Oh no! That is such an oversight! How could you miss out a bombsite Sil3ncer! I didn't realise but Interfearance brought it to my attention! Must fix this immediately!
  2. I've tried and by using various different textures I can remove the upright grass but the blending of the actual ground doesn't show up in Hammer nor in game. What do I have to do for this to work (I'm not that great at Hammer!) if anyone knows?
  3. In relation to this map's textures (under the 'hr_massive' category in Hammer SDK) how does the four way blend or any blend work? I try to blend but it just adds more or takes away grass (the tall grass that looks like a sprite) and I try using the sculpt tool's 'Blend' option under the displacement settings but that does nothing as well. What's Valve's secret?
  4. CoconutDawg

    [CS:GO] cs_fazenda_RF

    This looks really good and detailed! Looks fun to play on. Maybe change the lighting to a warmer, more natural colour? And some more shadows, then it'll look real good
  5. CoconutDawg

    [Wingman] Station

    Hey Roald, use the info_map_parameter entity in Hammer to change the radius of the bomb's damage. By default, it should be set to 500, so adjust that to your desirable amount.
  6. CoconutDawg

    [CS:GO][WIP] Sluis

    Hi Ties! This map looks very good for you first... mine looked nowhere near like that! Keep adding detail to it as one of my weakest points was similar geometry throughout the whole map. The only things I would suggest right now is adding nodraw textures to everywhere that the player won't see, as this increases frames dramatically. Try to use a 3D skybox as well as I can see you could have excellent surroundings! Don't worry about if the layout won't work - just play it now and see if you have fun with you friends. If you do, then the map seems very successful, but if there's major issues, then you just edit them! Good luck from CoconutDawg
  7. Thank you everyone! I have now completed this map and you should view the first and updated post for more info. Thank you for all of your help and guidance, I now know much more than I would have without you. Thanks once again! CoconutDawg
  8. Thanks for your comment Harry, I have tried to use these. But, it's also update time! I have attached screenshots of new additions and I have clipped most of the map so bomb can't be chucked away and so players cannot access areas etc - I have just some small bugs and to add props, and I think I'm done! One thing that I can't get rid of is this flickering black texture on the ground in middle near sniper's nest - I forgot to attach an image (soz ) but it seems to be maybe a decal or idk, because I have deleted the floor and redone it all over again for the whole map, tried to find a decal or overlay around it but can't find any, there are esentially no props on it or anything else that I can find. Plz help if possible - Thanks! Now the screenshots! Thanks! CoconutDawg Outside T Spawn Route to A Instead of wonky stairs, CT's can now run up the crates or jump on them smoothly (clipping ) B Site B Long Middle Added door on A - T's can chuck nades above but door opens so they are not covered by it - OP? Cool screenshot. Mmm. Irresistible water...
  9. Sure I will, I will happily add rounded corners on places that I feel would work. One thing that bugs me is that the curves (or "arches") in Hammer are blocky still - I haven't found a way to get around this, but it'll do for now! I am mainly focusing on adding buildings etc. now though. Thanks Once Again! CoconutDawg
  10. Update time! Been doing some other stuff but have made some sure progress. Buildings are going great, most of them have decals already and dimensions are good - just a matter of going up and rounder now! Also got a lot more props now in the level and are adding more. Pictures attached! Let me know what you guys think! Thanks! CoconutDawg New Apartments! Now with chickens! And their crates that they broke out of... New, better and improved skybox! Custom texture! xD Custom textures! Alleyways so it feels realistic. A closer look. Dat water dou.
  11. Hi Jax0 and everyone! Thank you for your feedback so far. I have taken on board this advice and through brainstorming (although it's late lol) I have edited the layout. Before and after image is attached below: Advantages of new layout: Simpler Terrorists cannot gain control as easily (via middle path that I removed, Thanks Jax0!) B is longer by a couple of milliseconds (it helps to balance timings) CTs can now drop down from sniper's nest to mid Long A only has 2 routes now (left or around the bell tower ie right, also A is on the left but I am planning to switch around letters) CTs have now similar timings to both Bombsites Let me know what you guys think! I am making it less blocky, don't worry! Thanks again! CoconutDawg
  12. Thank you very much! I will definitely add some taller and shorter buildings and more props to give it an atmosphere and a 'village' like feel. Thanks once again! CoconutDawg
  13. Thank you very much braindeer! I wanted to ask if you had any suggestions on specifically how I could make it less blocky; I am currently making more buildings etc. but I have received this feedback before also. Your (or anyone's) feedback is greatly appreciated. Here's a sneak peak or some new changes; Thanks! CoconutDawg
  14. UPDATE: I have attached timings of map (something I should have done a while ago! NOTE: The bombsite letters have gone weird, for some reason. Working on a fix. Thanks! CoconutDawg
  15. Hi Everyone! UPDATE: I have continued to refine the map again and have included screenshots of new features. I have also created a new radar which I still have to edit slightly, but is for the most part done. Thanks! CoconutDawg
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