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About Twan_Neppe

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    Twan Neppelenbroek
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  1. just repacked and updated the map. Hopefully this is solved...
  2. do you mean including the custom textures inside the bsp with VIDE, cuz i've done that. Could it also be a light-entity issue? Playtest is coming up, so i'd like to see this fixed, but i don't know any solution.. Plz help..
  3. There seems to be a problem. My friend had multiple black surfaces within the level. Anyone knows a solution? My pov: My friends pov: please mind the difference in light, my pov is from a newer version of the map(with light entities).
  4. Minor update: In-game it was pretty hard so shape the area, so i changed up the textures a little. Old New This results in lines on the floors and walls: Old New
  5. First Greybox version out NOW! https://steamcommunity.com/sharedfiles/filedetails/?id=2052077608
  6. Twan_Neppe

    [CS:GO] Depot

    On just the first look on it, to me it seems pretty CT-sided. for example if a Ct player with AWP holds a corner. picks one T and then pulls back for a different corner. Really standard plays for AWP player. There are a lot of corners such a player can hold before the T's can even reach a bombsite.
  7. I understand that it is hard to see how these layers come together. Here is a updated version of the radar total and of all layers of them seperate: currently i'm seeing if all of the timings are a good. Also, there are 4 total hostage spots which i will later reveal because of possible change...
  8. Kind of finished the first layout... Top Layer (CT spawn): Middle Layer: Bottom Layer (T & hostage spawns):
  9. I thought i was able to rename this topic to remove the [WIP]. I can't find it anywhere anymore XDD... plz help....
  10. i just started to work on an idea for a hostage map. it is themed in the drainage system of a fueling company on a port. Rumors are going around that the 20 largest ships in the world are polluting as much as all of the cars in the world... And besides that, there are companies that refine nuclear waste into the fuel for these ships... This seemed a pretty good scenario to me.. here are some pictures of the first work i've done..
  11. Final update before the deadline Version 1.07 Biggest update: - Added cubemaps Other changes: -added a fence in front of the hedge near bombsite A -added a rope with a sign between the fences in the garden -added some more aesthetic props and decals in the map -replaced some more textures with others which are more suited for that spot. ----------------------------------------------------------------------------------------------------------------------------- B site: A site: Mid: T spawn: CT spawn: ---------------------------------------------------------------------------------------------------------------------------------- maybe after a good rating i'll further improve and adapt the map based on the given feedback.
  12. @Vaya Sorry that i couln't be there.. Thanks for the feedback anyway
  13. Small update before the playtesting tonight. Version 1.06 - improved the lighting so the shadows aren't as dark anymore - retextured some buildings with brighter textures so the map would be brighter - added an elevated part for T's to peak MID
  14. This is what the numbers are in the pictures, brightness is 520... Also 3kliksphilip made a video of it how bright textures improve the brightness of the level. I've tested it in some areas and it worked, but the level would feel less realistic with all those bright textures.. Maybe brightness color would make a difference to make it more yellow instead of what it is now?
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