ctro Posted February 23, 2015 Report Posted February 23, 2015 (edited) http://steamcommunity.com/sharedfiles/filedetails/?id=397819430 (de_cmp is a working title) Hi! I have been a long time lurker here, but now it's finally time to post something of my own. This is a map I have been working on for a couple of days now. It is currently in the dev/greybox stage, and i haven't really thought of a theme yet either. But i'm mainly just looking for some feedback on the layout, so i'd be really glad if you want to take some time and run around it and then come back with some suggestions that I can work on before moving over to the art stage. I am making this map to be played competitively, and the maps I have had in mind when designing the layout is Cache, Mirage and Dust2. And as you may notice, a few areas have some slight simulates with said maps. But i'm not stealing anything, just want to take bits and pieces that I like from maps that I love and improve on them. The timings aren't 100% correct as of yet, so keep that in mind. But yeah, i'd really appreciate any feedback you guys can give me. Thanks (The numbers on the overview shows where the screenshots are taken) EDIT: The ramp up to the catwalk in the middle appears to be black on the overview Edited February 23, 2015 by ctro Quote
Guni Posted February 23, 2015 Report Posted February 23, 2015 (edited) The layout looks really interesting, i'll take a look at it and get back to you on my thoughts! *EDIT* Okay so i went through your map and got an understanding for how it played, the layout and the elements you added in. I thought overall the map was pretty cool, it felt small, so from a competitive standpoint it seems like a bit of a rush map. I play competitive a lot, i am currently at LEM rank, so although i am not the best and i don't know what the majority likes, i will try to give you my 2cents from a competitive play point.A Site Windows For me personally, i found these two door-ways really awkward and annoying. They over complicate the whole balcony and make it a strange situation in general. From a CT perspective it was awkward to move in an out of, it made it hard to use any cover near the door and just felt forced. From a T perspective it was just annoying to peak, one of the doors seemed plausible but the other felt un-needed. I would personally like to see maybe one door way but wider, or some other take on that balcony. Overall the site itself felt fine, but i think there may have been a few too many hidy-holes and angles to check, however you wont know until playtests.Short Drop to B I actually really liked the idea of this, and i thought it was rather unique and game changing. At the same time however i think it could be really over powered. This is something that you will have to decide on from play tests but the idea that you can punish mid if you are able to sneak that catwalk was good. The downside is that the rotate from site to site is a little to strong for T's.B Site and its Entry's This was probably my biggest iffy with the map. First i think B is fine the way the layout is and the connections to it. I like that mid can back it up and the two site players can hold. The quick connection from mid may lead to B only needing one player to hold, similar to Dust2. However i felt the entry points really pointless, specifically the squeeky. The window makes it hard for T's to use it sneaky beaky like, and its too close to the original entry point to make it of any point pushing. I understand you tried to also add a box in the main entry door way, to give some cover, but the whole door way seems a bit to large of an angle, it wont be hard for CT's to absolutely crush T's pushing it. Maybe shrink the doorway and look at either moving squeeky up a bit further, or remove the window to make it a safer push. Otherwise the layout seems nice and it flows well, I think your best bet now is to get some playtests going and really decide what works and what doesnt. I like it and look forward to seeing more. I hope you dont take my opinions to much to heart, I merely am looking at it from my own competitive view, I may be wrong Edited February 23, 2015 by Guni ctro 1 Quote
TheDanAffair Posted February 23, 2015 Report Posted February 23, 2015 Yeah, this layout looks really interesting. I'm all about those core shapes and patterns that define maps because of how important they are and this one looks really cool and interesting. I'm reinstalling CS:GO right now so I can hopefully throw in some of my feelings on it later today. Quote
8bit Posted February 24, 2015 Report Posted February 24, 2015 (edited) The layout looks really interesting, i'll take a look at it and get back to you on my thoughts! *EDIT* Okay so i went through your map and got an understanding for how it played, the layout and the elements you added in. I thought overall the map was pretty cool, it felt small, so from a competitive standpoint it seems like a bit of a rush map. I play competitive a lot, i am currently at LEM rank, so although i am not the best and i don't know what the majority likes, i will try to give you my 2cents from a competitive play point.A Site Windows For me personally, i found these two door-ways really awkward and annoying. They over complicate the whole balcony and make it a strange situation in general. From a CT perspective it was awkward to move in an out of, it made it hard to use any cover near the door and just felt forced. From a T perspective it was just annoying to peak, one of the doors seemed plausible but the other felt un-needed. I would personally like to see maybe one door way but wider, or some other take on that balcony. Overall the site itself felt fine, but i think there may have been a few too many hidy-holes and angles to check, however you wont know until playtests.Short Drop to B I actually really liked the idea of this, and i thought it was rather unique and game changing. At the same time however i think it could be really over powered. This is something that you will have to decide on from play tests but the idea that you can punish mid if you are able to sneak that catwalk was good. The downside is that the rotate from site to site is a little to strong for T's.B Site and its Entry's This was probably my biggest iffy with the map. First i think B is fine the way the layout is and the connections to it. I like that mid can back it up and the two site players can hold. The quick connection from mid may lead to B only needing one player to hold, similar to Dust2. However i felt the entry points really pointless, specifically the squeeky. The window makes it hard for T's to use it sneaky beaky like, and its too close to the original entry point to make it of any point pushing. I understand you tried to also add a box in the main entry door way, to give some cover, but the whole door way seems a bit to large of an angle, it wont be hard for CT's to absolutely crush T's pushing it. Maybe shrink the doorway and look at either moving squeeky up a bit further, or remove the window to make it a safer push. Otherwise the layout seems nice and it flows well, I think your best bet now is to get some playtests going and really decide what works and what doesnt. I like it and look forward to seeing more. I hope you dont take my opinions to much to heart, I merely am looking at it from my own competitive view, I may be wrong Just tested the layout and you saved me the time writing suggestions, I agree on all point, good logic never fails @ OP, schedule a date for a layout testing, your map looks really promising, cheers. Edited February 24, 2015 by 8bit Quote
Guni Posted February 24, 2015 Report Posted February 24, 2015 The layout looks really interesting, i'll take a look at it and get back to you on my thoughts! *EDIT* Okay so i went through your map and got an understanding for how it played, the layout and the elements you added in. I thought overall the map was pretty cool, it felt small, so from a competitive standpoint it seems like a bit of a rush map. I play competitive a lot, i am currently at LEM rank, so although i am not the best and i don't know what the majority likes, i will try to give you my 2cents from a competitive play point.A Site Windows For me personally, i found these two door-ways really awkward and annoying. They over complicate the whole balcony and make it a strange situation in general. From a CT perspective it was awkward to move in an out of, it made it hard to use any cover near the door and just felt forced. From a T perspective it was just annoying to peak, one of the doors seemed plausible but the other felt un-needed. I would personally like to see maybe one door way but wider, or some other take on that balcony. Overall the site itself felt fine, but i think there may have been a few too many hidy-holes and angles to check, however you wont know until playtests.Short Drop to B I actually really liked the idea of this, and i thought it was rather unique and game changing. At the same time however i think it could be really over powered. This is something that you will have to decide on from play tests but the idea that you can punish mid if you are able to sneak that catwalk was good. The downside is that the rotate from site to site is a little to strong for T's.B Site and its Entry's This was probably my biggest iffy with the map. First i think B is fine the way the layout is and the connections to it. I like that mid can back it up and the two site players can hold. The quick connection from mid may lead to B only needing one player to hold, similar to Dust2. However i felt the entry points really pointless, specifically the squeeky. The window makes it hard for T's to use it sneaky beaky like, and its too close to the original entry point to make it of any point pushing. I understand you tried to also add a box in the main entry door way, to give some cover, but the whole door way seems a bit to large of an angle, it wont be hard for CT's to absolutely crush T's pushing it. Maybe shrink the doorway and look at either moving squeeky up a bit further, or remove the window to make it a safer push. Otherwise the layout seems nice and it flows well, I think your best bet now is to get some playtests going and really decide what works and what doesnt. I like it and look forward to seeing more. I hope you dont take my opinions to much to heart, I merely am looking at it from my own competitive view, I may be wrong Just tested the layout and you saved me the time writing suggestions, I agree on all point, good logic never fails @ OP, schedule a date for a layout testing, your map looks really promising, cheers. If OP likes, I do own a CSGO server i could upload the map too for Testing and Scrimming. Its an Australian server but it runs at 128 tick. Quote
8bit Posted February 24, 2015 Report Posted February 24, 2015 The layout looks really interesting, i'll take a look at it and get back to you on my thoughts! *EDIT* Okay so i went through your map and got an understanding for how it played, the layout and the elements you added in. I thought overall the map was pretty cool, it felt small, so from a competitive standpoint it seems like a bit of a rush map. I play competitive a lot, i am currently at LEM rank, so although i am not the best and i don't know what the majority likes, i will try to give you my 2cents from a competitive play point.A Site Windows For me personally, i found these two door-ways really awkward and annoying. They over complicate the whole balcony and make it a strange situation in general. From a CT perspective it was awkward to move in an out of, it made it hard to use any cover near the door and just felt forced. From a T perspective it was just annoying to peak, one of the doors seemed plausible but the other felt un-needed. I would personally like to see maybe one door way but wider, or some other take on that balcony. Overall the site itself felt fine, but i think there may have been a few too many hidy-holes and angles to check, however you wont know until playtests.Short Drop to B I actually really liked the idea of this, and i thought it was rather unique and game changing. At the same time however i think it could be really over powered. This is something that you will have to decide on from play tests but the idea that you can punish mid if you are able to sneak that catwalk was good. The downside is that the rotate from site to site is a little to strong for T's.B Site and its Entry's This was probably my biggest iffy with the map. First i think B is fine the way the layout is and the connections to it. I like that mid can back it up and the two site players can hold. The quick connection from mid may lead to B only needing one player to hold, similar to Dust2. However i felt the entry points really pointless, specifically the squeeky. The window makes it hard for T's to use it sneaky beaky like, and its too close to the original entry point to make it of any point pushing. I understand you tried to also add a box in the main entry door way, to give some cover, but the whole door way seems a bit to large of an angle, it wont be hard for CT's to absolutely crush T's pushing it. Maybe shrink the doorway and look at either moving squeeky up a bit further, or remove the window to make it a safer push. Otherwise the layout seems nice and it flows well, I think your best bet now is to get some playtests going and really decide what works and what doesnt. I like it and look forward to seeing more. I hope you dont take my opinions to much to heart, I merely am looking at it from my own competitive view, I may be wrong Just tested the layout and you saved me the time writing suggestions, I agree on all point, good logic never fails @ OP, schedule a date for a layout testing, your map looks really promising, cheers. If OP likes, I do own a CSGO server i could upload the map too for Testing and Scrimming. Its an Australian server but it runs at 128 tick. I was about to suggest something similar. I know that Mapcore arranges internal tests every week or so. I was wondering if Mapcore or someone related to this community/site, could put up a server with only test maps for the public, a larger server with more that just 10 slots. I assume that testers are handpicked but I also know that there are more than just the handpicked ones that are happy to help out with testing, I being one of them. What do you say Mapcore? Could something like this be arranged? I know that people would highly appreciate it. Quote
ctro Posted February 24, 2015 Author Report Posted February 24, 2015 (edited) Thank you, Guni, for the great feedback. I have taken all your thoughts into consideration, and I will address some of the issues you pointed out. The map does indeed seem a bit small compared to other maps, but that was actually my intention. I really think a small and fast paced layout like this could be refreshing since there really aren't any other maps like that in the current competitive map pool. You are right about the A site windows, they do seem a bit awkward, and i'm gonna go ahead and cover up the one of them as well as widening the other one. Hopefully that will make it less annoying. And you are definitely right about the B site and its entry points. Especially the the squeeky part. It was just a last minute addition before posting the map on the workshop. So yeah, it was kinda rushed and I really didn't have any strategical thoughts in mind while making it. I'm gonna shrink the main entryway and close up the window to see if that fixes the problem. I'm thinking about maybe opening up both or at least one of the windows on the top instead, so the terrorists have a way to throw grenades into the site. And a playtest sure sounds good in my ears! That would really give me a better understanding of what works and what doesn't compared to when I play against bots. Edited February 24, 2015 by ctro Quote
Guni Posted February 24, 2015 Report Posted February 24, 2015 The layout looks really interesting, i'll take a look at it and get back to you on my thoughts! *EDIT* Okay so i went through your map and got an understanding for how it played, the layout and the elements you added in. I thought overall the map was pretty cool, it felt small, so from a competitive standpoint it seems like a bit of a rush map. I play competitive a lot, i am currently at LEM rank, so although i am not the best and i don't know what the majority likes, i will try to give you my 2cents from a competitive play point.A Site Windows For me personally, i found these two door-ways really awkward and annoying. They over complicate the whole balcony and make it a strange situation in general. From a CT perspective it was awkward to move in an out of, it made it hard to use any cover near the door and just felt forced. From a T perspective it was just annoying to peak, one of the doors seemed plausible but the other felt un-needed. I would personally like to see maybe one door way but wider, or some other take on that balcony. Overall the site itself felt fine, but i think there may have been a few too many hidy-holes and angles to check, however you wont know until playtests.Short Drop to B I actually really liked the idea of this, and i thought it was rather unique and game changing. At the same time however i think it could be really over powered. This is something that you will have to decide on from play tests but the idea that you can punish mid if you are able to sneak that catwalk was good. The downside is that the rotate from site to site is a little to strong for T's.B Site and its Entry's This was probably my biggest iffy with the map. First i think B is fine the way the layout is and the connections to it. I like that mid can back it up and the two site players can hold. The quick connection from mid may lead to B only needing one player to hold, similar to Dust2. However i felt the entry points really pointless, specifically the squeeky. The window makes it hard for T's to use it sneaky beaky like, and its too close to the original entry point to make it of any point pushing. I understand you tried to also add a box in the main entry door way, to give some cover, but the whole door way seems a bit to large of an angle, it wont be hard for CT's to absolutely crush T's pushing it. Maybe shrink the doorway and look at either moving squeeky up a bit further, or remove the window to make it a safer push. Otherwise the layout seems nice and it flows well, I think your best bet now is to get some playtests going and really decide what works and what doesnt. I like it and look forward to seeing more. I hope you dont take my opinions to much to heart, I merely am looking at it from my own competitive view, I may be wrong Just tested the layout and you saved me the time writing suggestions, I agree on all point, good logic never fails @ OP, schedule a date for a layout testing, your map looks really promising, cheers. If OP likes, I do own a CSGO server i could upload the map too for Testing and Scrimming. Its an Australian server but it runs at 128 tick. I was about to suggest something similar. I know that Mapcore arranges internal tests every week or so. I was wondering if Mapcore or someone related to this community/site, could put up a server with only test maps for the public, a larger server with more that just 10 slots. I assume that testers are handpicked but I also know that there are more than just the handpicked ones that are happy to help out with testing, I being one of them. What do you say Mapcore? Could something like this be arranged? I know that people would highly appreciate it. I could look at putting some map tests on the server, but I would need to speak to the two others supporting it if i can fill it to the brim with them. Thank you, Guni, for the great feedback. I have taken all your thoughts into consideration, and I will address some of the issues you pointed out. The map does indeed seem a bit small compared to other maps, but that was actually my intention. I really think a small and fast paced layout like this could be refreshing since there really aren't any other maps like that in the current competitive map pool. You are right about the A site windows, they do seem a bit awkward, and i'm gonna go ahead and cover up the one of them as well as widening the other one. Hopefully that will make it less annoying. And you are definitely right about the B site and its entry points. Especially the the squeeky part. It was just a last minute addition before posting the map on the workshop. So yeah, it was kinda rushed and I really didn't have any strategical thoughts in mind while making it. I'm gonna shrink the main entryway and close up the window to see if that fixes the problem. I'm thinking about maybe opening up both or at least one of the windows on the top instead, so the terrorists have a way to throw grenades into the site. And a playtest sure sounds good in my ears! That would really give me a better understanding of what works and what doesn't compared to when I play against bots. They were just my observations and people may disagree but i am glad you've taken them into consideration. I look forward to a playtest and if you like maybe we can get one organised Quote
ctro Posted February 24, 2015 Author Report Posted February 24, 2015 Just did a quick update. Closed one of the windows on bombsite A, as well as widened the last one. I also reworked the terrorists entry points for bombsite B. Here are the changes: http://imgur.com/a/CsROt#0 Workshop version is updated if you wanna check it out for yourselves. The layout looks really interesting, i'll take a look at it and get back to you on my thoughts! *EDIT* Okay so i went through your map and got an understanding for how it played, the layout and the elements you added in. I thought overall the map was pretty cool, it felt small, so from a competitive standpoint it seems like a bit of a rush map. I play competitive a lot, i am currently at LEM rank, so although i am not the best and i don't know what the majority likes, i will try to give you my 2cents from a competitive play point.A Site Windows For me personally, i found these two door-ways really awkward and annoying. They over complicate the whole balcony and make it a strange situation in general. From a CT perspective it was awkward to move in an out of, it made it hard to use any cover near the door and just felt forced. From a T perspective it was just annoying to peak, one of the doors seemed plausible but the other felt un-needed. I would personally like to see maybe one door way but wider, or some other take on that balcony. Overall the site itself felt fine, but i think there may have been a few too many hidy-holes and angles to check, however you wont know until playtests.Short Drop to B I actually really liked the idea of this, and i thought it was rather unique and game changing. At the same time however i think it could be really over powered. This is something that you will have to decide on from play tests but the idea that you can punish mid if you are able to sneak that catwalk was good. The downside is that the rotate from site to site is a little to strong for T's.B Site and its Entry's This was probably my biggest iffy with the map. First i think B is fine the way the layout is and the connections to it. I like that mid can back it up and the two site players can hold. The quick connection from mid may lead to B only needing one player to hold, similar to Dust2. However i felt the entry points really pointless, specifically the squeeky. The window makes it hard for T's to use it sneaky beaky like, and its too close to the original entry point to make it of any point pushing. I understand you tried to also add a box in the main entry door way, to give some cover, but the whole door way seems a bit to large of an angle, it wont be hard for CT's to absolutely crush T's pushing it. Maybe shrink the doorway and look at either moving squeeky up a bit further, or remove the window to make it a safer push. Otherwise the layout seems nice and it flows well, I think your best bet now is to get some playtests going and really decide what works and what doesnt. I like it and look forward to seeing more. I hope you dont take my opinions to much to heart, I merely am looking at it from my own competitive view, I may be wrong Just tested the layout and you saved me the time writing suggestions, I agree on all point, good logic never fails @ OP, schedule a date for a layout testing, your map looks really promising, cheers. If OP likes, I do own a CSGO server i could upload the map too for Testing and Scrimming. Its an Australian server but it runs at 128 tick. I was about to suggest something similar. I know that Mapcore arranges internal tests every week or so. I was wondering if Mapcore or someone related to this community/site, could put up a server with only test maps for the public, a larger server with more that just 10 slots. I assume that testers are handpicked but I also know that there are more than just the handpicked ones that are happy to help out with testing, I being one of them. What do you say Mapcore? Could something like this be arranged? I know that people would highly appreciate it. I could look at putting some map tests on the server, but I would need to speak to the two others supporting it if i can fill it to the brim with them. Thank you, Guni, for the great feedback. I have taken all your thoughts into consideration, and I will address some of the issues you pointed out. The map does indeed seem a bit small compared to other maps, but that was actually my intention. I really think a small and fast paced layout like this could be refreshing since there really aren't any other maps like that in the current competitive map pool. You are right about the A site windows, they do seem a bit awkward, and i'm gonna go ahead and cover up the one of them as well as widening the other one. Hopefully that will make it less annoying. And you are definitely right about the B site and its entry points. Especially the the squeeky part. It was just a last minute addition before posting the map on the workshop. So yeah, it was kinda rushed and I really didn't have any strategical thoughts in mind while making it. I'm gonna shrink the main entryway and close up the window to see if that fixes the problem. I'm thinking about maybe opening up both or at least one of the windows on the top instead, so the terrorists have a way to throw grenades into the site. And a playtest sure sounds good in my ears! That would really give me a better understanding of what works and what doesn't compared to when I play against bots. They were just my observations and people may disagree but i am glad you've taken them into consideration. I look forward to a playtest and if you like maybe we can get one organised Yeah, just pick a date. I'm up for it anytime! Quote
Guni Posted February 24, 2015 Report Posted February 24, 2015 Just did a quick update. Closed one of the windows on bombsite A, as well as widened the last one. I also reworked the terrorists entry points for bombsite B. Here are the changes: http://imgur.com/a/CsROt#0 Workshop version is updated if you wanna check it out for yourselves. The layout looks really interesting, i'll take a look at it and get back to you on my thoughts! *EDIT* Okay so i went through your map and got an understanding for how it played, the layout and the elements you added in. I thought overall the map was pretty cool, it felt small, so from a competitive standpoint it seems like a bit of a rush map. I play competitive a lot, i am currently at LEM rank, so although i am not the best and i don't know what the majority likes, i will try to give you my 2cents from a competitive play point.A Site Windows For me personally, i found these two door-ways really awkward and annoying. They over complicate the whole balcony and make it a strange situation in general. From a CT perspective it was awkward to move in an out of, it made it hard to use any cover near the door and just felt forced. From a T perspective it was just annoying to peak, one of the doors seemed plausible but the other felt un-needed. I would personally like to see maybe one door way but wider, or some other take on that balcony. Overall the site itself felt fine, but i think there may have been a few too many hidy-holes and angles to check, however you wont know until playtests.Short Drop to B I actually really liked the idea of this, and i thought it was rather unique and game changing. At the same time however i think it could be really over powered. This is something that you will have to decide on from play tests but the idea that you can punish mid if you are able to sneak that catwalk was good. The downside is that the rotate from site to site is a little to strong for T's.B Site and its Entry's This was probably my biggest iffy with the map. First i think B is fine the way the layout is and the connections to it. I like that mid can back it up and the two site players can hold. The quick connection from mid may lead to B only needing one player to hold, similar to Dust2. However i felt the entry points really pointless, specifically the squeeky. The window makes it hard for T's to use it sneaky beaky like, and its too close to the original entry point to make it of any point pushing. I understand you tried to also add a box in the main entry door way, to give some cover, but the whole door way seems a bit to large of an angle, it wont be hard for CT's to absolutely crush T's pushing it. Maybe shrink the doorway and look at either moving squeeky up a bit further, or remove the window to make it a safer push. Otherwise the layout seems nice and it flows well, I think your best bet now is to get some playtests going and really decide what works and what doesnt. I like it and look forward to seeing more. I hope you dont take my opinions to much to heart, I merely am looking at it from my own competitive view, I may be wrong Just tested the layout and you saved me the time writing suggestions, I agree on all point, good logic never fails @ OP, schedule a date for a layout testing, your map looks really promising, cheers. If OP likes, I do own a CSGO server i could upload the map too for Testing and Scrimming. Its an Australian server but it runs at 128 tick. I was about to suggest something similar. I know that Mapcore arranges internal tests every week or so. I was wondering if Mapcore or someone related to this community/site, could put up a server with only test maps for the public, a larger server with more that just 10 slots. I assume that testers are handpicked but I also know that there are more than just the handpicked ones that are happy to help out with testing, I being one of them. What do you say Mapcore? Could something like this be arranged? I know that people would highly appreciate it. I could look at putting some map tests on the server, but I would need to speak to the two others supporting it if i can fill it to the brim with them. Thank you, Guni, for the great feedback. I have taken all your thoughts into consideration, and I will address some of the issues you pointed out. The map does indeed seem a bit small compared to other maps, but that was actually my intention. I really think a small and fast paced layout like this could be refreshing since there really aren't any other maps like that in the current competitive map pool. You are right about the A site windows, they do seem a bit awkward, and i'm gonna go ahead and cover up the one of them as well as widening the other one. Hopefully that will make it less annoying. And you are definitely right about the B site and its entry points. Especially the the squeeky part. It was just a last minute addition before posting the map on the workshop. So yeah, it was kinda rushed and I really didn't have any strategical thoughts in mind while making it. I'm gonna shrink the main entryway and close up the window to see if that fixes the problem. I'm thinking about maybe opening up both or at least one of the windows on the top instead, so the terrorists have a way to throw grenades into the site. And a playtest sure sounds good in my ears! That would really give me a better understanding of what works and what doesn't compared to when I play against bots. They were just my observations and people may disagree but i am glad you've taken them into consideration. I look forward to a playtest and if you like maybe we can get one organised Yeah, just pick a date. I'm up for it anytime! I took another look and really like the changes you made, they seemed a lot better, especially they way you revamped T entrance into B. I'd be happy to run it on my server but its located back in Aus so it may lag. I did take part in the Mapcore PlayTest that runs Tuesdays, Thursdays and Sundays. Ill still look at running on mine, but definitley try get it on the playtests. Also not a big deal, but i did find something you'll have to look out for in squeeky entrance hallway Quote
8bit Posted February 25, 2015 Report Posted February 25, 2015 (edited) Nice changes so far, really liking them, would love to test them out. About the B squeaky door, imo change the rotation axis to the opposite side. Atm, when it opens/closes it looks really odd and non realistic for a door.http://i.imgur.com/fuXC9A1.jpg Plus it makes the passage unnecessarily even more narrow. Edited February 25, 2015 by 8bit Quote
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