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SirSnail last won the day on September 30

SirSnail had the most liked content!

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  1. SirSnail

    de_wake (wingman)

    de_wake by SirSnail Wake is finally up! Set on an island castle with a secret lab entrance in the back, this project was fun and a good learning experience. Feedback is welcome! Some assets borrowed from Yanzl (de_castle) Steam Page
  2. Yeah still need to change a few more things, working on the 3D skybox as well which is probably where I'll put them but for now it's a funny death tripwire
  3. Haven't posted anything on the site yet until I got to a certain level, small Wingman map for CS:GO. It's an overgrown castle on an island because that's just the direction it took but I think it looks neat. Still working out the textures so it'll look (hopefully) better.
  4. Beautiful map! So much so I had to run around in it for research and I came across a few things: The archway where my crosshair is has the fade distance set too low As well as here (in the window by crosshair, about 4 props i wanna say?) There's a weird bump here, could be clipping or model collision Speaking of stairs, a little short here The water in the sewers is showing the 3d skybox And missing a water texture here These areas I found are a bit too dark and IMO it just doesn't look all that good (first image needs the displacement sewn or adjusted) This wall all needs to be sewn (thin line visible through where the displacements are supposed to meet) And finally, just something I would do probably doesn't matter all that much, but I would add a block light to this roof Overall amazing and really good looking map! I can't imagine making something so large and having it work with this ancient engine, framerate overall was great, had a few hiccups going through some buildings but I was also noclipping everywhere so it could've been that. Personally don't play DZ at all, but I would love to see this included for diversity and, y'know, less desert maps overall? Hope I helped in finding some bugs!
  5. SirSnail

    de_pithead WIP

    Wow this really looks nice! I love the custom textures, could you share how you got/made them?
  6. I agree, the map is an absolute unit, stairs are chunky bois too. I really like the theme of a dark gray bunker with vines everywhere, I'd suggest adding color with decals and lights, like the painted lines and alarm lights and the like. Looking at the overview the pathways look really interesting however making things simpler and easier to move around in for maybe 2-3 players makes things feel nicer. Good luck!
  7. Looks better than my first map! My only suggestion is to remove or change the really long angles, 1300-2000 units may be acceptable but having to many of these will make it an awp only map and the gameplay will get stale, try curving or zig-zagging these to improve gameplay or add rooms inbetween to spice it up a little. Also decompile and look at other maps to see how the built certain things and sized them as well, always a great help and easy to steal lights to test out and learn with as well to get a better understanding of lighting and coloring of your indoor areas. Good luck!
  8. SirSnail

    Layout Feedback

    MASSIVE CHANGE So I decided to rework the layout itself, merging paths while remove others, and shifting the theme around to other parts of the map while still keeping everything simplistic. Currently I understand that it's just a lot of corridors and I plan to break those up somehow, some suggestions for that would be greatly appreciated, as well the bombsites are pretty simplistic but I also don't want to increase the size of the map for some slightly better bombsites.
  9. SirSnail

    Layout Feedback

    Totally understand, it never really got used in playtesting and the routes are actually smaller than they look in the radar I think that room is about 200 units wide? I'm currently reworking the map and making the boring areas less boring and shifting the theme to different areas.
  10. SirSnail

    Layout Feedback

    The map is now on the workshop! Here: https://steamcommunity.com/sharedfiles/filedetails/?id=1987252369 It's only version 0.2 and doesn't contain the new layout changes I'm currently working on, but more feedback is welcome.
  11. SirSnail

    Layout Feedback

    I understand that, the height's not quite there. The farthest left the CT's have height advantage that T's can rush from afar or sneak up close, CT Mid however is shaky and I need to figure out what I need to make to balance that. The right bombsite is a bit plain and I've been adding to it. The narrow CT entrances are actually decently sized, the map is a bit "thick" i guess because the largest areas you see are very open, especially T Spawn which I'm closing up. I posted v0.2 on my workshop that I'll link when it's been approved by Steam. Thanks for the feedback, there's a lot still being changed and tested!
  12. Looks like the bombsites are too close to T Spawn, while it might be an interesting thing to test in gameplay it doesn't do well competitively. I'd also suggest changing the lines of sight down middle and the main bombsite entrances, they're too simple and while they serve their purpose they don't add anything else. Keep twisting and changing everything until you have many different areas that compliment each other. Also take a look at the other maps here in the forums to get a good idea on how everyone makes their layouts work, mapping is a lot of fun but a ton of brain work. Looking forward to updates!
  13. SirSnail

    Layout Feedback

    WOAH Big Update! I've put another good hour into just adjusting the layout with some of the changes, so here's the layout, will post screenshots later after I run around in the map and make more adjustments. - Changed A entrance - Added A Long sniper alley with connector to A Main and a squeaky door to upper A - Shrunk mid by changing connector to break more LOS - Shortened T Spawn to improve timing - Added ladder for T Mid Upper Other than that, the map might be a little on the larger side, any tips on shrinking areas and stitching from experience?
  14. Looks neat so far, maybe the lights could be toned down a bit and maybe a color change? It sort of blends into the walls a bit since they're all a shade of green/yellow.
  15. This map is damn gorgeous, looks like if Tibet was turned into a defuse map but like had grass, really think that adds more to the map and breaks up the colors a lot more.
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