Jump to content

chr1sty

Members
  • Posts

    9
  • Joined

  • Last visited

Everything posted by chr1sty

  1. Project abandoned. Gonna work on something a bit fresher, didn't have time for this one - and I've seen de_edin that looks awesome!
  2. Hi again Here are some updates! Hopefully ready for playtesting very soon. Thanks, Christy
  3. Hi friends I've been working on the areas outside the bombsites on the T side. I think it's doing a better job at being less corridor-y. Removed the heaven position on B (left side). Added a shorter route and drop on B from T side. A has some cover, similar to wood on A on Mirage. I think next is to probably shift the entire of the left side closer to mid. I am also going to rework the CT routes to both sites since right now they're very simple. I'm definitely happier with the areas outside of the bombsites on T side, but I think they can still benefit from some extra care. My goal is to get a working greybox into one of the playtests (hopefully the first round!), but I am currently very busy with work, university and writing a novel on the side. Please let me know what you think! Thanks, Christy
  4. Hi again friends, thanks for the comments. These are some changes I've made today, if you have any comments I would love to hear them * Blue lines are intentional sightlines if it is not obvious from the incomplete top-down layout. * Red arrows are old sightlines I've shortened because they were far too long. * Red arrows with squiggles through them are completely removed. * [1] I think it might be fun to have a 'sniper window' from a basement position, one that you can shoot through but not walk through - needs a big detour to get there. Very powerful for Ts if they can take it, but easily smoked and molo'd off. And it won't have any sightlines to safe plants. A bit like this: Thanks, Christy
  5. Thanks, NikiOo. I appreciate your feedback. Definitely agree that it is too corridory atm and I already have some parts I was considering chopping. Your comment about CTs pushing T positions for advantages is very helpful!
  6. Hi again, thanks for the replies so far. I've worked on the layout a bit, but still a lot to go! Here are some theming notes I'm going to work towards: 1) Steps and platts type entrance to bombsite, like this kinda 2) Inspiration from The Vennel 3) St Andrews Square, or something similar. The city has loads of these dotted-about parks/green-spaces instead of city blocks 4) Off the main High Street in Edinburgh there are many closes (alleys), I thought these can inspire this area. Equally with the little courtyards they sometimes lead to. 5) Some sort of church (kirk) in town! 6) Edinburgh City Chambers Yes this will absolutely be a fictionalised version of Edinburgh!
  7. lol darn you're right! This is actually an awesome graphic, guessing it's public domain too? Might sneak it in.
  8. Hello I'm really excited to enter this competition, can't wait to get working more on my map! This is de_embra (name ofc open to change), set in Edinburgh, Scotland, where I'm from. Currently just a simple layout, I haven't accounted for overpowed, unintentional long angles yet - just trying to get the temperature for the general flow first. Please let me know what you think. Are there any glaring issues with this layout thus far? Bottom of the image is T spawn, top is CT spawn. I'm implementing some verticality in this level; I'm hoping to make it a fun element and not annoying or overkill. Some notes: There is a left, lower mid and a right, upper mid. Upper mid can overlook lower mid [so it's essentially one mid, two lanes]. There is a heaven on B site (left of image) that goes over one of the mid-to-CT routes. Thanks! Regards, Christy
×
×
  • Create New...