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Dimitris Politis

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About Dimitris Politis

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  1. Keep it up bro! Never give up !
  2. @I ♡ The 1950's Now Im kinda stuck. I started making all the floor into displacements and texturing a bit left and right but the thing is I DON'T LIKE ANY OF THE DEFAULT TEXTURES. Am I too much in my head? I also don't like using already used props. I think I'm just too much in my head. I removed all the displacements and put all the dev textures again. Now I'm trying to clean up the layout a bit. I have a question, is it better to have solid brushes or to make them hollow for easier manipulation? Thanks.
  3. Yes, at some point I thought of that too but thought to deal with it later when the map would be almost complete. I usually like words with the vowels removed so I thought of de_bando Maybe it could also be de_wild or de_arisan (Arisan is old English for "to arise" ) - Anyway, there are countless possibilities. Would you be so kind to give me an example of the platform you are talking about ? Thanks for the time
  4. Hi yes I agree, these were put there in the beginning stages of the layout designing and they stayed there for some reason. Do you have any ideas of what it could be there? This is a pic of the future to be T Spawn. There''s A LOT of work to be done but I''m getting used to Hammer and I'm getting faster and faster when doing things in it. Maybe the texture will change but looks pretty sweet to me. Also, the ground will be displaced to resemble a bumpy, foresty ground. Of course I will add props to it but in a later stage.
  5. This is my first attemp at a map! Name is de_abandoned and the theme will be in a...you guessed it...abandoned factory..! I had this idea to make the T spawn next to the CT spawn and kind of isolate CT spawn from playing a significant role in the gameplay. The way the map turned out though I think CT spawn became even more strategical than before. The rotations for the Terrorists are kind of huge but you have a lot of options of how to attack a site and how to defend. The CT's have to keep an eye at all sites and the mid because the Ts can backstab both sites if they penetrate Mid and go through CT spawn to A, or through CT spawn to the backside of B. All in alll I'm pretty happy with the layout but if I think of anything that will help it I will add it to it. Haven't play-tested it with humans yet, only with bots but it seems pretty balanced. I let the bots run around the map 5 v 5 and the score after two hours was something like 40-37 This is the view of mid from CT side. I'm not crazy about these beams they will probably get replaced with something else. This is bombsite A. The ramp towards the lower level is leading to the CT spawn. The actual bombzone is above the two arches, around the two boxes. This is towards B. Looking down the window you can see the big area outside B. This is outside A. On the left after the wall is the outer side of the 3 windows wall. This is outside B ( behind the wall on the right is the next picture) Towards B Outside A Window side. This passage connects mid house with outside B This is the view of B from the attacking side This is close to T spawn This is behind Mid (If you move forward past the walls you end up in B) Thank you for your time.
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