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Zucth

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    Zucth#2632
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    Zucth#1640
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    MAEWNUM
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  • Job
    Level Design, Game Design, Writer
  • Location
    Bangkok, Thailand

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    https://www.hiveworkshop.com/members/zucth.283191/

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  1. I have realize my mistake. It seem bigger than I thought. The portion & angle are terrible not just this map but both map. I will try come up with another one, if I could. If I'm still in schedule time. Which I feel like I won't make it out of the first group.
  2. update day4 - nothing special really happen, but I think I know what I forgot. It's what the iconic gameplay of this map? I mean I did design it correctly follow what I want at the time. With not enough consider I guess? I don't think this is enough to complete in competitive scene... it's too basic with nothing really stand out with lot of simple mistake that I forgot during design phase. I'm fucked I guess... I wanna kept the theme but moving on a new one I think?
  3. update day3 - whole map blocking & clipping. + steam workshop link
  4. de_phish day2 - Finish block up the building within green area.
  5. Thanks man! I appreciate it! But I don't think this map will last long. I mean we have a playtest a few hours ago, and it doesn't goes well. Which I have realize for a while. See you on de_phish I would say.
  6. It's insane just how much I improve between first try and second try. And able to finish the layout/timing adjust in one day. with all visual plan out! The first map de_gnoll success it purpose but I do worry that the quality might be too low. So I try another one... do one something I'm good at and feel like it's better in every way. . de_phish is a map reference from the word "fish". Yes a fish... The map will play the theme of fantasy base. The story set in the middle of the ocean, it's a trading town, the visual are fill of terracotta building rich by the smell of sea, with a lot of air exposing you could see the light shone down in most the place. CT track and found out about the nuke secretly move to attack another place. . steam link: https://steamcommunity.com/sharedfiles/filedetails/?id=3270535677 . The following theme: fantasy, dream catcher, witch, fish market, terracotta, sunset, firestone lantern, pier, boat, fish, sea, drowned.
  7. I don't know why radgen act a bit weird... some prop didn't get properly generate on the minimap. But this is what it is!
  8. day 13 progress... wrap up most area! Nav is a bit f up. But I don't know how to fix it yet, At least nav isn't the main priority right now. I try to wrap all the basic as soon as possible. I know I'm slow compare to other.
  9. Did an update today. No picture though, I'm to tired atm. A lot of change has been made for the better game-flow. here map link: https://steamcommunity.com/sharedfiles/filedetails/?id=3259196440 (condition: under construction)
  10. day 9 update: change T spawn, better gameflow + T timing day 10 update, clean up A site & CT
  11. A site, done! only need to clip, wall, light and minimap left and gray box is done!
  12. a few update: Nothing too big, on this update, just add wall and shape up a few area, mostly clinic, T to b apt, A site,CT vent to mid. change/cut some line of sight. I feel like the spiral staircase T to A/Ct vent is weird af. I don't have any better idea rn. I Just wanna wrap A site up. After saw several project already done with layout and basic visual blocking. It made me scare that I might not be able to finish all the layout wall clip, ceiling, light within playtest time.
  13. day 7 progress, a line of choke-point, where T/CT will met:
  14. Update day: 6 Polish timing from T/CT to B site, and change CT base to original plan(cause before this chokepoint timing is wrong). I did start a bit of A site start from Mid short to A. Now I'm worry a bit that I might create something that off meta, I might do too much of micro tasking (which lead to old inferno that has lot of angle to play + narrow).
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