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DeadKnife

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Everything posted by DeadKnife

  1. I have been working on fleshing out areas as well as creating and gathering assets for the art, and I have started working on level geometry in Blender. Map Overview Radar Geometry work on the chapel so far My next target for a realistic geometry pass is the castle, which is currently in progress and will better resemble the reference location.
  2. de_bailey is a 5v5 defusal map set in a castle bailey. The idea is to make a medieval themed map that isn't overwhelmingly a castle and connect it with the modern day setting of CS. Workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=3218885076 WIP Layout
  3. Copy paste the spiral staircase from now on, even change whole layouts if it means keeping it in ?
  4. The shadows look pretty harsh.
  5. Bit of an improvement with a brighter submarine, and a hatch.
  6. certified bruh moment ?
  7. He does indeed ?
  8. 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.
  9. sad noises intensify For real though, these maps are amazing
  10. 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 ?
  11. Slight layout changes. Some texturing and modelling. Bulkhead I modeled (straight rip off of Subnautica btw)
  12. Layout changes
  13. More light detailing. Might seem mishmash but the idea is that the facility is part research, part military.
  14. Mid and A connectors completely changed. CT -> B entrance changed into 2 not as awkward entrances. Doing some detailing (nothing worthy to show yet)
  15. 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:
  16. 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.
  17. 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
  18. 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
  19. 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
  20. You know it's good when the ingame picture looks realistic for a few seconds at first glance. Good job so far!
  21. Won't the rain and thunder be a little distracting, especially considering the CS:GO community and their "but muh competitive"
  22. 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
  23. 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
  24. 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.
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