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DeadKnife last won the day on October 21

DeadKnife had the most liked content!

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  1. Bit of an improvement with a brighter submarine, and a hatch.
  2. You basically have to have custom models. It makes your map stand out and a cool looking set piece might draw players in to play your map.
  3. sad noises intensify For real though, these maps are amazing
  4. You post very often, so it's always at or near the top. And people always look out for new changes. That inflates the amount of views a lot. So now this thread has many views
  5. Slight layout changes. Some texturing and modelling. Bulkhead I modeled (straight rip off of Subnautica btw)
  6. More light detailing. Might seem mishmash but the idea is that the facility is part research, part military.
  7. Mid and A connectors completely changed. CT -> B entrance changed into 2 not as awkward entrances. Doing some detailing (nothing worthy to show yet)
  8. First step at making this map feel like a place. Red tarp sticks out horribly, but it's the best placeholder for now. I present to you, small research room:
  9. The first ever competitive test of this map happened a few hours ago, and it pointed out many issues a casual test couldn't. Plus I'm getting more references so I can actually start detailing and adding the a e s t h e t i c s.
  10. It's been a long time since my last post, mostly cause of playtest delays, but it finally happened on the 2nd. I've been working since on layout changes and small improvements. Still quite a bit to go before another playtest but I want to share since it's been so long. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163
  11. Some more layout changes. Floor changed to graygrid for now, mid and A have been reworked, and radar now has less funky colors. Images: https://imgur.com/a/RZDvHRQ Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163
  12. 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
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