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DeadKnife

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About DeadKnife

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  • Real Name
    Roman
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    Canada

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  1. Many layout changes based on feedback from the playtest. There's still a lot to do but I thought I'd show you all how it's all going. I am also beginning to make the theme more apparent and making the player feel as if they're playing on a level set underwater, not some boxy rooms with sand outside. But for now it is boxy rooms with boring sand outside Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163&revision=1
  2. You know it's good when the ingame picture looks realistic for a few seconds at first glance. Good job so far!
  3. Won't the rain and thunder be a little distracting, especially considering the CS:GO community and their "but muh competitive"
  4. More overall small improvements and clipping. Mid wall at T has been replaced with boxes, and an experimental CT Heaven has been added. I also scheduled a playtest to test out all the new things and see if they work or not. Also, marked plant zones Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163 Full album: https://imgur.com/a/xbznWwG
  5. So I made lots and lots of small improvements and not going to list them all. Made more areas where you can see outside. Made different color floors in different 'zones' Didn't drastically change mid so far. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163 Submarine at B Area to look outside CT Spawn (currently kinda bare) Mid (bright right now but I'm lazy) T Spawn B A
  6. Playtest was successful. It was fun, but also CT sided, mainly because of the long sightlines. Changes: Removed long sightlines at both A and B entrances Pushed Ts back Removed Control Room, as it was too OP Added more cover to B site Made the map slowly flood if the bomb detonates Other small improvements Mid will be redone in the next update, as it's still very awkward for CTs that decide to rush there.
  7. This is giving me Inferno vibes. Probably because of the limited entrances to one site, and sprawling corridors to the other. Which I like.
  8. Last update before the playtest. Can't wait! The playtest will happen at 2PM CST. Type: "connect can.TopHATTwaffle.com; password se" in console to connect. (When it's time of course lol) B Before: B After:
  9. Cut down some props for the playtest, and a few other minor tweaks. I'll remake B site looks tomorrow, which will be the final thing done to this map before the playtest. Sorry if the marked radar is confusing, I'm not good at these types of things lol. And I'm pretty sure the CT sight line at mid is a bit problematic, as it gives CTs quite a bit of mid control, as well as the ability to pick Ts off, off the bat, which I'm pretty sure shouldn't be the case.
  10. But in the end that cover will have to make sense. My decision right now is that I will cut some props for the playtest and see how it hoes.
  11. OK, I get it. But I don't know what to remove and what to keep. The only way this map has been tested is with bots. Which doesn't give me much info about anything cover related. There will be a playtest on Friday, and I'll see where to remove cover. Or do you reckon I should just bite the bullet and cut some cover for the playtest?
  12. To change the name of the thread, you have to click on the title and hold it till it allows you to edit.
  13. I made sure to add more rather than less so the map doesn't feel empty for the playtest. I'll see how it works out and change accordingly.
  14. In that case some of the corridors have to go or need to be turned into rooms.
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