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Interfearance

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About Interfearance

  • Rank
    Regular
  • Birthday 12/29/2003

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  • Discord
    Interfearance#2105
  • Steam
    Karkids

Profile Information

  • Real Name
    Mark Karhan
  • Job
    H.S. Student
  • Location
    NYC, New York

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  1. Interfearance

    de_underpass

    @TECHNICKER Thats nuts I'm from there too. Sounds like a good idea!
  2. Interfearance

    WIP in WIP, post your level screenshots!

    @RA7 Maybe you pimped the streets too much
  3. Interfearance

    de_underpass

    Interesting idea, but I feel like the 4 choke points that this underpass makes spreads the CT's too thin for a map of this size, where playing intermediate (in between) positions is not viable. Maybe keep the underpass and make it a full fledged mid, removing the other one. You could also make connections between mid and underpass, giving them each less connections to the rest of the map. Definitely impressive and exciting to see a beginner mapper who strays from the 3 lane design. Non-standard maps are the ones that catch peoples eyes and change the game (vertigo, inferno, nuke). As for the theme, it is quite a lazy one XD, but I don't think you will be hard pressed to find a theme that incorporates a large underground space. Here is an idea: Underpass is a train station in a historical city (narrow streets), and the sites are spacious historical buildings, or maybe more modern offices blended with older buildings. Here are pictures of historical Prague, a good mix of new and old: Here are subways from the same exact city, some in this historical district (I've been here):
  4. Interfearance

    [CS:GO] de_uno

    @mEkbOk Ok I meant incorporate into the map so it isn't just dead space or a huge save spot. This is hard on a map like nuke, but especially easy on a 4 square map where you can distance all the paths with no drawbacks. To draw it is really hard without changing the map so I will use crude paint sketches of the pathing:
  5. Interfearance

    Star Wars Jedi: Fallen Order

    @Minos I'm most interested in seeing what scummy way they find to monetize the game into the ground.
  6. Interfearance

    Counter-Strike: Global Offensive

    Figuring out the stupid (but not really that broken) spots they used on my own was so gratifying. This map feels so good now, and it forces the CT's to move away from the standard configuration (2a, 2b, 1 mid). Also the rotation speed being nerfed by the noise makes it interesting because walking makes it like a normal rotate so you can choose. Using smokes to change the map and essentially create new rooms is also pretty sick. Thoughts?
  7. Interfearance

    [CS:GO] de_uno

    I think you should implement t spawn into the map more, because right now it is just a boring long corridor. Also I think the layout needs to be slightly more interesting because it is just a carbon copy of Dust 2 or any other 3 lane, 3 chokepoint map right now.
  8. Interfearance

    What's going on with your life?

    i think imma commit a crime to get into this man's court room
  9. Interfearance

    WIP in WIP, post your level screenshots!

    @fewseb Thats cool I never knew they used rebar for stairs
  10. Interfearance

    Roald van der Scheur | Level Designer

    I fixed some typos and grammatical errors on the Station page. When Valve released the new Wingman game mode for CS:GO I immediately rolled up my sleeves to think of a fun "out of the box" map. After all, thinking about gameplay and how to make it fun and interesting is what I enjoy most about Level Design. For Station I used a two layer layout for many reasons. Since it’s a 2 vs 2 game mode I aimed to create something simple but dynamic simultaneously. The bombsite had to be something intriguing, and what’s better than blowing up a pillar right below a train station? My original concept was a map with two main routes that split into more paths, accessed when the attacking team succeeds to push and gain map control. The defending team has to decide which tactic they are going to play: more defensive or aggressive. I have thought a lot about timings, sight lines, combat points, rotations and map flow. Untor Morozov is working with me and is responsible of the majority of the environment art. The final screenshots (after the overview) showcase my graybox version. Also I would suggest making the title a steam link on top of the existing one, as well as adding an environmental artist field to the rest on the bottom. Furthermore, add some dead space beneath the text so the steam link doesn't immediately disappear when you scroll very slightly downwards. Otherwise it looks pretty clean. I can do more edits if you would like.
  11. Interfearance

    [CS:GO] AS_Evac & VIP mode (WIP)

    @UNREA1 I have a suggestion: make the positions that approach T spawn more and more disadvantaged the closer they are, with the helicopter pad being completely CT sided (maybe overwhelm them with angles by lowering the pad). This will encourage a T push to hold the nice spots and make a fallback viable but punish it by providing worse cover.
  12. Interfearance

    WIP in WIP, post your level screenshots!

    @neptune Looks nice, but how does this map even work in CSGO.
  13. Interfearance

    [CS:GO] AS_Evac & VIP mode (WIP)

    I am confused about this mode because I don't see what the terrorist motivation would be to push, and also I wonder how often the rounds are won by an extraction.
  14. Interfearance

    Opal

    Lattice looks great and it seems like you got the "big stairs" right, as well as the warping of the ground. Maybe you should incorporate more brick colored shutters into the theme as Skopelos seems to have a fair share of those as well as the preexisting blue ones.
  15. Interfearance

    De_cache WIP (new version)

    "L"
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