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SultanRankin

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About SultanRankin

  • Birthday 01/26/1995

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  • Discord
    Sultan Rankin#2273
  • Steam
    the_floating_platypus

Profile Information

  • Employer
    Supermassive Games
  • Job
    Level Designer

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  • Website
    https://officialgeorgerankin.weebly.com/

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  1. Hey folks, I've wrapped up De_Roswell for now after an initial art, audio, lighting, and optimisation pass until I can locate an artist willing to help out with custom art assets. Would still love to hear all of your feedback should you find the time! Workshop Link changelist: Lighting Pass Optimisaiton Pass Audio Pass Curved Stairs at CT Spawn for ease of navigation BUGFIX: Projector no longer falls of its shelf and can potentially occlude bomb placements from Ts Placed Rubble beneath CT drop into Mid to offer better navigation Moved T-Lounge radiator to another wall to avoid unfair angles for CT to abuse Lowered bunker shelf heights to step up height to avoid clipping issues Added displacements to terrain Added T-side grenade bounce into Barn/B-Site BUGFIX: Added an extra CT Spawn BUGFIX: Fixed collision issues allowing players to escape out of the map through a window Updated Radar
  2. Thank you for all your feedback pal, it's really appreciated! - I can certainly add a bit more height variance within reason. The assortment of cover is destined to be milking pens for cows (useful for Ts to bunnyhop and get another angle for cooperating), still exploring ideas for what the other freeform cover is going to be - The B connector into the barn from the choke, or from Mid? Can you clarify which head peaks as well as I didn't find any in previous playtests. - I could make the windows at B site's barn breakable for Ts. The ceilings in both bathrooms and lounge (Ts route to A site) both feature ceiling windows to throw a smoke into A site's sniper perch, but not the entrance into A site itself - I'm glad you like Bunker! It's intended to be a safer CT rotation route that can also be clambered over. If needs be, I can rotate the stairs into bunker from being 90' degrees parallel to 45' degrees facing either bombsite for ease of legibility. Thoughts? - The blue and red cover elements being the generator and the garage-like tools storage? Those I can fiddle with but I'm glad you brought it to my attention - That's the plan with the skybox! Just focused on the playable space recently, the OOB area will be dolled up too Once again, thank you for your kind words, reassuring to say the least
  3. Hello again folks! I've been quietly working away at De_Roswell's latest pass in between shipping Man of Medan for release on the 30th Aug. Still eager to hear what folks have to say! Workshop Link changelist: Added vent route into A site for Ts to avoid choke Switched Barn side entrance to be closer to Mid from B route to be more visible for successful Ts Blockout art pass Updated radar with Terri's TAR generator program (Massive thank you!)
  4. Hello folks, I've done a third round of iteration on De_Roswell and now I'm looking for more scrutiny on the bomb sites themselves. Would love to hear what everybody thinks! Workshop link changelist: Added A connector from Mid Reformatted CT spawn layout with tighter angles to A site and B site Reformatted Long B with tighter angles from T spawn More cover at B site Redesigned Mid to be more than 2 sniper lanes Reformatted A path from T spawn to not cover so many angles CTs can no longer climb out of B site Barn
  5. Hey man, I see you were working the Transfuzer stand at EGX 2018 in Birmingham last year, I was part of the Snap Hunt team at the time! Always interested in helping a brutha' out with their portfolio curation. Please reach out to me on my Twitter, I'd love to do a few rounds of iteration with your website.
  6. Hello again everyone! After the first round of feedback from the Discord playtest I've toiled away at the map's current weaknesses. Once again I would love to hear your comments and criticisms so I will be pursuing another playtest with you fine folks Changelist: Widened the overall map Adjusted CT spawn Added safe rotation route for CTs Slightly rotated B site Redesigned Mid with fewer entrances/exits Removed the 2 alternative flanking routes into A site Redesigned B long Day lighting (temporary) Workshop Link
  7. Thank you, that's very kind of you to say I've been working on the 2nd iteration so that will be playtest ready shortly
  8. Hey everyone, amateur level designer here. Been piecing together a defusal map after learning the ropes of CS:GO's meta (at least to a rudimentary level) and its level editor tools thanks to TopHATTWaffle YouTube tutorials. I've been lurking on the MapCore discord for too long so I'm keen to try a constructive playtest soon. More screenshots featured on the workshop page: Steam Workshop Link Would love to hear feedback from the pros "Terrorists wish to cause an incident at the site of Earth's first extra-terrestrial visitors in Roswell to create international, maybe even intergalactic, tension and conflict. It's up to you to stop this from happening!"
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