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Posts
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esspho reacted to a post in a topic:
de_aero [WIP]
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[CS2] Big Adventure Mapping Contest
kamaras replied to FMPONE's topic in Counter-Strike 2 Big Adventure Contest
Congrats to all the mappers Great competition so far, already some heavy hitters in here! -
Karthoum reacted to a post in a topic:
de_aero [WIP]
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kamaras reacted to a post in a topic:
de_volcano
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kamaras reacted to a post in a topic:
[CS2] Tumble
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Here's some changes of the upcoming de_aero v3.2.0 General: - Removed checkerboard from wall textures. Eyesight enjoyers rejoice! - Simplified a lot of 90 degree corner angles. - Started adding some coloured trims as visual cues around the map. Bombsite A: - Opened up site with a new post-plant/defensive position around a generator on wheels that offers interesting angles. - Simplified on-site cover. - Made jump from A Site to A Heaven easier. - A Elbow to A Heaven is now a ramp instead of two jumps - Added new window in A Staging area to allow for better smoking/mollying (especially good for countering A Heaven). Second Mid: - Added new Italian Restaurant "Il Secondo Mezzo". - Updated crates to offer for jump peek / boost peek opportunities. - Reduced sight line from top of Apts Stairs to B Office Mid: - Simplified movement in top mid and added more visual cues for mid players. - Moved back Double Doors and simplified surrounding area. CT Spawn: - Moved CT Spawn back a bit to adjust A timings (contact now happens in A Main). - Adjusted CT to Backrooms path to improve angle isolation with pillar and the surrounding area/bombsite. Next up on the TODO list: Teleporter Room Revamp, A Apts Revamp EDIT: This version is now live on Workshop!
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Karthoum reacted to a post in a topic:
de_aero [WIP]
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Freaky_Banana reacted to a post in a topic:
de_aero [WIP]
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Haven't posted a screenshot here ever since the B redesign, so: I also fixed some silly mistakes I made before going on vacation Here's the radar of de_aero v3.1.2: For the next version (which I'll start work on after Stage 1 results, regardless of if Aero makes it or not), I'll make the teleporters have their own little rooms so you can choose when you peek out, better sound and environment cues about use of the teleporters, as well as evaluating a way to make it possible to rotate multiple people at once. I'm also planning to re-work the A Apts area a bit to give Ts a bit more control, adding more post-plant options for site A, as well as smoothing movement in the T-side of Mid.
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Andre Valera reacted to a post in a topic:
de_aero [WIP]
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First version of the remake is live on the workshop! After a small period of snag-catching I'll finally hold the first playtest as well
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AlphaOwl reacted to a post in a topic:
de_aero [WIP]
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hgn reacted to a post in a topic:
de_aero [WIP]
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kamaras reacted to a post in a topic:
de_aero [WIP]
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Playtested with friends, scale is completely wack so I decided to re-make the map from scratch now that I have the gist of the layout down, starting with some T Spawn goodness Also started using the Workplane stuff instead of trying to make angular geometry in the normal grid work like a madman
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Orel reacted to a post in a topic:
de_aero [WIP]
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mesh_guy reacted to a post in a topic:
de_aero [WIP]
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AlphaOwl reacted to a post in a topic:
de_aero [WIP]
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Aero is a 5v5 competitive defusal map taking place in a city in the sky. A big pneumatic pipe allows for fast navigation between site entrances. Very heavily WIP, the layout is pending huge changes (especially the CT/Mid/Second Mid areas which are basically straight lines right now). https://steamcommunity.com/sharedfiles/filedetails/?id=3261896891 First time joining a contest. Started the map a week ago and I'm looking forward to hone my skills from yalls feedback Short video of the pneumatic pipe in action (1st person / 3rd person) https://imgur.com/azsq3pV Huge shoutout to @Orel for sharing their dev textures in the Discord!
