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3rdbirthday

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  1. Probably the final update for this map but i've pretty much accepted it for what it is. Having my first playtests at the end of a stacked competition and in a rush, 2 days before deadline, isn't optimal but oh well. We move. I've learned making a map is hard and making a good map is harder. A lot of positives to take away from this and look forward to making more maps. Latest Screenshots T- Spawn Mid A Site / CT B Site
  2. Ended up getting some visual stuff added into the map and made some upgrades to the A bombsite. Still some work to do but hoping to finish up some big B site changes and add a connection from mid to B. Local grid is kinda kicking my ass rn. The river finally has water... A site stage isn't just a cube anymore is the stage too big for whats supposed to be a small festival in france? maybe lol.
  3. sorry to hear the feedback was mostly negative. i just did a run through and i really like the atmosphere! one thing i noticed is both bombsites are essentially the same, as far as planting goes, players are going to run in and plant behind the rectangular cover you've given on both sites. some variation in the bombsites can go a long way. i like to think of inferno, how A gives players a bunch of crates for cover to plant vs B where players only have a central fountain. i like your map a lot, it has a 1.6 nostalgic feeling.
  4. Finally got around to "finishing" the map. T spawn is the most completed area, the closer you get to CT the more rushed and incomplete it is. However, it's playable! Spending the next few days visually upgrading areas, adding playerclip, and adding more to the map overall. T Spawn Some planned changes... - B bombsite will eventually have a third entrance overlooking the site - Mid will have a building CT's can enter to safely peek - The long run from CT straight to B castle is going to change Next week I should have these changes implemented and the map will be in a state i'm actually happy with rather than rushed in order to meet the faceit playtest deadline. Here's the workshop link if anyone wants to check it out in its current state: https://steamcommunity.com/sharedfiles/filedetails/?id=3279270098
  5. enjoyed playing this map! i dont know much about hostage maps but it would be nice for T's to have a route to get behind the right side wall without the dangerous crossing. mid is fun to play and where i assume most of the action will take place so adding that possibility for terrorists to be behind the left or right wall adds some variety!
  6. fun map, i wish some of the jungle gym in mid was reachable. it would be fun to climb around and make use of the verticality there.
  7. Don't worry man I did the exact same thing with my map. After I made the floor plan for my map in hammer it was really hard to visualize what I wanted the end result to be. I'm glad @NikiOo said what he did because I was wondering the same thing.
  8. tons of progress on this one so far. keep it up bro!
  9. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3279270098 Working on a map that takes place in a french village during their annual cherry festival. My idea is that since carmine is a pigment that can be naturally extracted from bugs, the terrorists are attacking the festival for symbolic significance and in an attempt to send a message and disrupt the regions new lab created alternatives. Layout wise i'm attempting to create one bombsite that takes place at the festival and another inside the castle overlooking the village. My primary goal is to create a layout that's fun to play and then figure out how to add art with no 3D modeling or texturing experience later. This is my first map ever and probably overly ambitious but i want to use the competition as motivation to actually make and finish a map. There's not too much to show, currently I only started CT spawn. Anyways, good luck to everyone!
  10. i'm also using this competition to work on my first map. glad to see i'm not alone! good luck and can't wait to see what you come up with.
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