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Maritime

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About Maritime

  • Rank
    Newcomer

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  • Discord
    splo#1825

Profile Information

  • Real Name
    Max
  • Location
    Upstate N.Y.

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190 profile views
  1. @JackT I just re-tested the timings and the contact point is constantly by the connector to mid (K 10 and 11 on the radar). you might have mistaken the 2 man boost at T spawn for a more accessible path, the boost does speed up timings but it isn't viable for a full rush or anything. Then again the boost might be unbalanced, i haven't gotten the change to fully test it with real people.
  2. New radar: Mid was changed (took me long enough), started some detailing, here's the workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1768578755
  3. I have played Gwalior, though I have gotten some inspiration from it I'd like to keep them relatively separate. They are both Indian but the architectural styles are quite different. As for verticality I would be fine making monsoon more vertical, but not to the degree of Gwalior.
  4. Workshop updated to the newest version! https://steamcommunity.com/sharedfiles/filedetails/?id=1768578755 Bots are still quite uncooperative.
  5. Since I've not updated this in a few weeks now I think it's about time I do. After the playtest of my map I planned many map changes and for a little while now they've been successfully implemented. I personally already much prefer the newer version, if just feels improved. As of posting this I will be away for a week and unable to work on the map, so any feedback may take a little while to be implemented. Anyways here is the layout comparison and changelog! any feedback is as always, much appreciated. Old layout: New layout Changelog:
  6. Now that the play testing information has come in I've considered a few layout changes, major and minor. The most noticeable of these is likely the removal of the main T-route to B site. Timings through mid have always been faster and I've added an idea for a boost spot in T-spawn. Since this isn't an actual change to the map, rather a radar mock up, timings and balance for the new changes haven't been tested, but they have been considered. (Potential) Changelog: Let me know what y'all think of these ideas.
  7. I've been trying to make some minor changes before the (potential) playtest tomorrow, mainly redoing some older brushwork. I've also started making custom textures for the map, includin g Sanskrit decals and hanging tinsel. Here's a picture: https://steamcommunity.com/sharedfiles/filedetails/?id=1768578755&searchtext=monsoon also an off-brand logo i made for the map:
  8. I think the problem was that it dealt damage, not the drop itself.
  9. Not much has changed recently with the layout itself as iv'e arrived at what i expect to be my definitive layout, besides maybe some alteration at B site . Iv'e submitted a form for play testing so hopefully i make it in, i wouldn't expect many layout changes unless it turns out to be absolutely broken. Besides that there have been some tweaks to the detail and more clipping has been added. Also, what do y'all think of these radar colors?
  10. I made a few layout changes today, but the biggest thing iv'e done was add some actual detail to the map! Mid is now semi detailed, the whole look of the place is prone to change, but it's good to get some practice in. Here's the workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1768578755 As always, feedback is much appreciated. Pictures:
  11. Recently I made a few layout changes, inducing moving both T and CT spawns, I'd also like to clarify that the second CT entrance to B and the area at the end of T spawn are caves. In addition to these changes Iv'e also officially changed the name to de_monsoon. Hopefully I'll be able to get a playtest for the map but until then here's the most recent radar and another radar evolution gif:
  12. @JackT that's true! i'll try to fix that up when i get the chance. Thanks for the feedback.
  13. @JackT What areas do you think need the most work? I was already considering remaking the T route to A (seeing as it's the first part of the map I made after setting up the basic layout), but i'm open to changing really any part of the map.
  14. Update time! After the feedback from the forum and workshop page iv'e made some changes to the layout, mainly to increase CT presence at mid and decrease rotation times from B to A. I've increased the height of the wall that separates upper and lower A and added an alternate path into B for the CTs in order to make retakes easier. A new entrance to the A site-Mid connector has been added and the ladder at A has been re-positioned. Mid is a "one way drop" for approaching Ts (you can cross back but you need to do a few jumps that aren't viable mid-combat). A ledge has been added to the space under B's balcony so that players can boost onto the balcony or jump onto it via the snipers nest area. A truck has been removed in the garage area, the trucks at A have been reworked, and cover has been adjusted. Also here's a potential 3D skybox: And finally, I was considering changing the map's name to monsoon to detach it from the physical location. After playing around in blender for a bit i made a potential map pin for it: (The Hindi says monsoon)
  15. I was checking this map out, it's got some really original ideas (namely the waterfall at B). My main problem with the map is how steep many of the stairs and ramps are, otherwise i'm liking what i see. Also I recommend switching your precipitation type to particle rain, it looks way better in my opinion. I can't wait to see this map when it's finished, it has very good potential!
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