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AlphaOwl

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AlphaOwl last won the day on September 12

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About AlphaOwl

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  • Birthday January 1

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    AlphaOwl#9697
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    https://steamcommunity.com/id/AlphaOwlTheRealSteam

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  1. Hey y'all. Been busy with Ties reworking the map, and so far as for screenshots, I have the current radar, as well as one with with design details. Here are the major changes and probably more to come. CT Revamp (which includes closer/changed routes, new ct middle) New route around the original restaurant to A (needs playtesting) New A connector (May need playtesting) Widened Middle which is now more open No T middle planter Wood wall on B connector to engage in closer duels (Thanks to ExtraChessyPie(?)!) New B routes leading onto site Drop has now made as a higher elevated walkway onto the bombsite Side route has two purposes: A drop from CT backsite (which was where window was) or boosting up into the elevator New wall to separate backsite from bombsite, with CT being the only entrance there or boosting up the drop. Reworked A main routes onto site Path into bar has now been made a long corridor, exiting out into site, with a smaller bar at the back. New A roof route where you can throw smokes and exit out of. Possible A site rework!
  2. Hey everyone! Quick update! Decided to go mostly independent models. Recently learned Yanzl's models are for non-commercial use, and well... Anyways, I'm also enlisting the help of my friend, Ties, who hopefully could get some work done while I'm busy, and fine tuning the theme and layout.
  3. Hello everyone! Here's an update after the playtest, which I've primarily been waiting on! After gathering some feedback on the changes (which have been quite a while), I can put together a list of the things planned for working on. Better B rotation for CT B to T middle angle is too vertical, needs to be covered better Work on A cover Less steep positions Less corridors in connectors Brighten map Less refract on waterfall Make bar a more contestable position Move up CT Spawn or push back T spawn Only after these edits are made will I focus more on the aesthetics, but still being worked on so I can get a better envisioning for the map. Anyways, back to the grind!
  4. Thanks for the suggestion! My family tends to travel to Hawaii a lot, and one thing that I thought would be nice to go for were the beachside homes near the coast, whilst still not being super abandoned from society (thus sort of the reason why it's in a resort). I really want to share the experience I've had vacationing there, so I try to keep it pretty surreal.
  5. Yeah, I guess I have those there sort of like placeholder decals. Probably will work on something like that during detailing!
  6. Hey y'all, back again with another blog post! I've primarily revamped CT Spawn, extended B site to play around the elevator, reintroduced heaven as a boost, and added floor texturing. My plans are to start trying to make my own textures and models for the map, but in the meantime stay in tune! New Radar
  7. Hey y'all, sorry for the lack of updates, but I'm still here! I've just been busy figuring out if I want to push a visual update or not, but I'll intend to just update on this thread instead. New Info Booth By CT Spawn! New Heaven! (Note: I currently removed the area because during my playtest session, it became evident that it had a bit of an issue with it. Might revamp or possible remove entirely.) New Long! Remodeled Tiki Bar! Expect more updates to come. School is starting, so I'll start trying to pump out as many updates as I can. A few notes though: Should I move CT-Spawn closer to the bombsites? This would probably open up the area more, but allow faster access to sites and such. More wildlife and cave reworks to come! Maybe route overall in general? Removing the original B connector is eminent, and may change connector route for A therefore. New name change to Luau! How do I change the title of the post? Anyways, I hope I can get some feedback, so signing off!
  8. Note: hopefully a more aesthetic update next, I these changes will be made apparent in the next update: Some wildlife on the beach (turtles, sharks) buoy change Cave rework a more solid-looking elevator (people sort of got spooked out by it) Possibly increase doorway size for a main to prevent cluttered ness Decrease chokepoints Heaven rework fully Raise walls CT middle for new connector Possible long changes The black palm tree Also name change. Maybe like Aloha, Paradise, Mahalo, or Coconut? I don’t know, but we’ll find out in the next version’s name.
  9. Not gonna go over this for too long since there's more for me to work on, but this version of the map is released, and includes: A fixed radar (CT Spawn now fully visible) I nice spawn building for CT (kudos to someone from the playtest!) Wooden walls removed on A Closed bar entrance closest to A main Removed/Changed boxes on A site, as well as making A site a pillar-type Moved boxes of cover from long to allow a holdable angle A squeaky door from A main to tiki bar Widened windows in A main Opened up connector between spa room and A main A rerouted entrance to heaven Removed fence currently Changed entrance to B site connector, leading through the waterfall, and removed previous entrance that leads to B main Waterfall is now fully see-throughable Cliff wall connector no longer leads towards CT entrance to B, but rather to B site as a safer route and to prevent CT easy peeks B site lowered Added/changed boxes on B site, allowing more post-plant positions and cover to hold site More changes will come along as I continue to review the comments from my playtest. Thank you to all who participated!
  10. Hey ya'll. Playtest came through today, and I'd like to thank the folks who are in the Source Engine discord server for helping out! Here's a general list of future changes to come: Opening up A site and removing obscure cover Changes to heaven More/changed routes to B site Waterfall overhaul Middle changes Layout changes Along with that, more shaping of the map theme will persist.
  11. We're back! With a playtest happenings very soon, I decided to take some edits that were suggested from Reddit comments on my feedback post. Layout: CT Spawn moved back towards front of the resort. T Spawn shortened and spawns moved up. 12 Spawns total for each team. Added lights Connector between spa room and A is removed, forcing usage of A long and prioritizing spa room as an alternative to going middle. Curbs have changed. Breakable glass windows on the roof of A main. New surfboards allow selfboosting into heaven. Water changed. Rails on spa building have been updated. Boat now protrudes through T spawn, adding cover to spawn. New truck on A long allows cover and possible smoke line-ups. Tiki Bar ledge now reverted to being lower. In the meantime, here are new screenshots, of the map, and you'll expect changes after the playtest! Enjoy!
  12. Back again with another update on the Haole, this time with a workshop release update! I've curved the entrance to B site instead of keeping it the strait route it used to be. This is so that T's have a better chance of not running into the instant site engagement, although timings will be a bit longer to hit the site. Passing through, they can take a new look at the cave, which now takes over where the river once was (Although technically you can't have a waterfall without a proper cave). The lore behind this decision is that the cave is open to the public, but lately top secret agents have been allowed to enter and store their stealth ships. The professionals accidentally came across these files, and are attempting to blow it up. As for the tiki bar/stage, that'll be another story... The CT Spawn now resembles more like a resort, although more tweaking will commence in order to make it look better. This house up above is a secret VIP deck that guests can enjoy. Or is it actually a ploy to hide secret government info within the depths of the resort? Please give feedback, and I will continue to be working on perfecting the setting, as well as the eventual addition of textures and such. If you'd like to try it out, it's on the workshop too!
  13. Added curbs to A site, and positioned the big box to go within it. I've also removed the original planter on heaven. Ct middle now has the tree planter widened, and the building is wider as well. Expect more to come!
  14. Here's a new look at the updated radar, fitted with some nice edits. T spawn now has quicker timings towards sites, B site has less direct visual towards CT, heaven also now has limited visibility, and curbs. Also given that I haven't uploaded any screenshots to sell off my map, I might as well give a preview at what I currently have. CT path to Mid/A A site Long to A Middle B site A connector from Mid T Spawn Please give feedback and enjoy!
  15. New Update! Additional cover and changes to A site, please give feedback on how they are! I've also increased bombsite size to B, and removed some boxes or rearranged some to adjust with the new gameplay. I'd also like feedback on bombsite B to see if there's any improvements I can make for the map. Download on the steam workshop now! https://steamcommunity.com/sharedfiles/filedetails/?id=1762866894
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