Quotingmc Posted February 29, 2016 Report Posted February 29, 2016 looks cool! Just one thing, why is there a giant cucumber on site? XD Quote
RivFader Posted February 29, 2016 Report Posted February 29, 2016 looks cool! Just one thing, why is there a giant cucumber on site? XDI just found out a new callout I will use on this map Quotingmc and cashed 2 Quote
Fa GuAn Posted February 29, 2016 Report Posted February 29, 2016 Looks age links better then one on the 15th you posted that was prob a place holder for placement of assets, none the less why no garage door with the open lip for smoke and flash bangs? I always loved that part of it in old iteration. Loving the work wanna see moaaar lol Quote
cashed Posted February 29, 2016 Author Report Posted February 29, 2016 Looks age links better then one on the 15th you posted that was prob a place holder for placement of assets, none the less why no garage door with the open lip for smoke and flash bangs? I always loved that part of it in old iteration. Loving the work wanna see moaaar lolHmm well i added the Door up on catwalk so I removed it, I'll add it back and see how it feels. I just found out a new callout I will use on this map Damn now i might have to keep it green Quotingmc, ashton93, Freaky_Banana and 1 other 4 Quote
Fa GuAn Posted February 29, 2016 Report Posted February 29, 2016 (edited) Well it may look a tad bit cluttered with it now maybe a sky window for set smokes and flashes but that's testing later down the line,, also would love to see leading up to the site the changes like old banana area and alt mid if it's ready of course Edited February 29, 2016 by Fa GuAn Quote
cashed Posted February 29, 2016 Author Report Posted February 29, 2016 Ill be working on the outside B approach next. Its not really the banana of old. Im not going to add set nades into B. There's a nice little area before entering the site that allows for quick smoke setups, but as far as a mirage type smoke strat, that's gonna be more for A Quote
Fa GuAn Posted March 1, 2016 Report Posted March 1, 2016 Oo I can't wait.. Aswell as I can't wait to see the meta with the new balcony interesting that it doesn't connect from ground floor with a ladder such as cache I like the design and hope it's viable as is almost negates from ct being able to fly up on catwalk in seconds Quote
cashed Posted March 2, 2016 Author Report Posted March 2, 2016 Crazy how much CC changes things as well Logic, Smileytopin, REz and 2 others 5 Quote
Fa GuAn Posted March 2, 2016 Report Posted March 2, 2016 (edited) Loving this ! Secondly just lookin at it with the barge door bankin a smoke to edge of site for short guy to do a fast edge plant then with heaven door making a secondary line of sight above the smoke executes are gonna be sick on this map.. And the tube if it doesn't fit i liked it green made a fallout and a tad bit of diversity if it fits with ur scheme of course. And just lookin at the site say player comes out on short or upper door ct plate is such a flat horizon aim duel I suggest placing a valve pipe right at the bend of the railing riding site for ct cover and splitting the site maybe? Edited March 2, 2016 by Fa GuAn lynx and cashed 2 Quote
cashed Posted March 16, 2016 Author Report Posted March 16, 2016 More work done. Tuning lighting and tuning art. wish i had more time! Logic, Fnugz, Squad and 11 others 14 Quote
Shima33 Posted March 16, 2016 Report Posted March 16, 2016 Bloody hell, that looks gorgeous! A bit same-y to the New Nuke, but regardless, it's a clean, baby-smooth map that I can see a bunch of strats for already. Quote
El_Exodus Posted March 16, 2016 Report Posted March 16, 2016 I'm a bit worried by the brightness. It feels like there are some dark corners. Not very good for CS. Except for that looking pretty sexy! Single, Fnugz and Radu 3 Quote
cashed Posted March 16, 2016 Author Report Posted March 16, 2016 I'll be playtesting it a fair amount and tweak the lighting accordingly. Since the walls are fairly light/neutral the siloettes mostly come out fine. But I will be hot spotting more gameplay specific areas Quote
El_Exodus Posted March 16, 2016 Report Posted March 16, 2016 6 minutes ago, cashed said: I'll be playtesting it a fair amount and tweak the lighting accordingly. Since the walls are fairly light/neutral the siloettes mostly come out fine. But I will be hot spotting more gameplay specific areas That's true, but think about the people playing in a bright surrounding(daylight) and/or with a bad monitor. A little higher ambient light value or some fakelights won't hurt the visuals. Quote
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