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Anarchy

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Everything posted by Anarchy

  1. Update #17: Layout change to A ramp, T to B path at spawn. T spawn and CT spawn adjustment. Minor fixes and changes.
  2. Update #16: Major layout changes. Rolled back B site to previous version (before update 15) Adjsut spawns for both teams for timings. Pushed back Mid window. Added stairs, truck and top floor from old version but kept mid to B connector from Update 15 as its simple and allows peek from top floor to connector without opening sightline into mid. Added more boxes and cover around the map. Reworked mid to add some height variation. Added one shared cover in middle of the mid (for playtest) The heaven and B main are same as old version but changed sides to break long sighlines. Kept CT side road from update #15 as its shorter and the sightline from B to A through CT is not a straight line so T can't hold both CT entrances/exits from one position or at the same angle. Texture changed to plain textures. Minor changes and fixes.
  3. Many changes: Update #15 - Name changed from Nagar to Nagari because there is already a workshop map with that name. Nagar in some accents sound sus. Theme changed from modern urban locations to ancient locations of India with traditional motif from every state of India. Major layout changes to T spawn, T to B path, Mid to B path and B site layout changes. B heaven is less OP and smaller. And many fixes and changes. A site has a backdoor/room for back site post plant. Timing adjusted. T side looks blank now but I will improve it either in CS2 or earlier.
  4. Well it kinda acts as a motivation to work on map daily and avoid procrastination. However my intention was to start discussion around the layout of the map. I want to focus on gameplay in source 1 version and do artistic detailing in source 2. I am doing a lot of changes in very short time so I didn't think sharing screencap of each change would be good idea as it may cause confusion, which is why I am only updating radar and share screencaps only when I am confident of the layout. Still I understand adding each change would not fit the forum thread purpose, especially since some of the changes I thought were probably permanent are now again undergoing changes. Maybe I haven't done a good job of "showing" progress of the map. I will stop spamming this thread and share only something substantial. Thanks!
  5. Updated #12: Added arch on A site. Small changes and nav fixes Why? XD
  6. Update #11.1 : Added cover image Update #11.2 : Fixed Nav Mesh on CT side. CT bots dont float at the Admin entry point now.
  7. I have done some major changes. I didn't want to spam with images again so sharing the cover image. (This is still WIP and doesn't represent final map design/aesthetics)
  8. [Dev version of the map on workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2963275662 Please play and share your feedback, hold nothing back, your input would help a lot. Changed name from Nagar to Nagari, a small change for various reasons.] Hi, I am making a map for CS2. I will start with dev version in Hammer editor for now to get early feedback. My inspiration for this is ancient/traditional areas of my region, India, with few cultural attractions. I am taking Mirage/Inferno as the influence to the map layout because - A. they are pretty popular in my region and - B. since Mirage is most consistent in the active map pool, it makes sense to study why its considered as the most balanced map (and also why some players/pros don't want to play it). Simple, few props in the way, balanced timing, etc. My approach is layout/gameplay first and theme second (themes/influences might change along the way which is why I am not sharing pictures of irl references yet). I have made a 2D map layout and discussed with few friends who are better at the game than me. I am open to feedback from experienced map designers and players. WIP-Doesn't represent final map theme/aesthetics. Updated Map Layout/Radar: Below hidden elements are old layouts / radars from the start.
  9. Looking forward to see some updates. Looks good.
  10. Finished Halo Bazaar map in Hammer. After hiatus and losing files to failed drive then recovering with autosave file and redoing some stuff...its...better than dev version lol. +Textures+objects+weapon pickups+clipping+chickens. Play: https://steamcommunity.com/sharedfiles/filedetails/?id=2693021601 Video:
  11. Small update brings better nav mesh and chickens in the map. Next is textures and objects overhaul.
  12. Hi, I made Halo Infinite's Bazaar map in CSGO SDK as a way to relearn the editor and I thought the map could be fun with CSGO guns and movement. Its dev version for now, I tried to implement a jump pad mechanic but something's not right with it so added ladder for now. I want to make the similar gun spawns and low gravity type in the Halo but its not going as planned. I can share the map files here...not sure if I am allowed. https://steamcommunity.com/sharedfiles/filedetails/?id=2693021601
  13. Hi, I am Anarchy. New CSGO mapper but its not the first time I am making mods for games. I used to make simple mods for GTA4, before that there was an old fps game (its dead) that had a map editor, Far cry had map editor so messed around it that, I tried Hammer editor before but GTA had taken most of my time and I didn't finish any map in Hammer. Recently finished my first CSGO map which is a rookie level for the standard, but a good learning session I guess. You can check it out here I am a indie game dev making my first game, a graphic designer and was making 2D assets for mobile games and websites of Green Gold Animation/Tigris. Oh and also very well experienced with 3D model topology and modelling tools in Blender3D...texturing: not so much.
  14. My first map created for CSGO. Its small for 1v1 and my goal was to learn. I have published it on the workshop. If you find any mistake let me know and be a harsh judge because I dont want any mistakes for my next maps. https://steamcommunity.com/sharedfiles/filedetails/?id=2334095275
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