BT- Posted March 12, 2016 Report Posted March 12, 2016 Hey everybody, I'm BT. I just started mapping less than two weeks ago and just finished a very basic outline to a bomb defusal map called de_supplyline. The story behind it is that this area is the main supply depot for counter-terrorists. At B-site you have a shipyard carrying supplies from the main base to the front lines. While at A site you have a garage and gas station used to keep their tanks and apc's running.Link to Workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=643434546Here is an overview of the map and it's pathwaysAnd here are some basic callouts. No idea if they will stick, but we'll see.My next thing on my to do list is to playtest and figure out if the if the Ct's get to their spots quick enough. Right now I think they get to A a second or two too late and to B a few seconds too early so shifting over ct should be the easy fix. Thanks for checking out my map. Please tell me what you think, suggest any ideas, and ask any questions you may have. Have a nice day! Quote
BazzlingDalls Posted March 12, 2016 Report Posted March 12, 2016 Looks really great considering you just started mapping a few weeks ago, my first project was dog shit Quote
baem123 Posted March 12, 2016 Report Posted March 12, 2016 small tip: you can use "cl_leveloverview x" for better screenshots. you will need it for a radar, too. Quote
BT- Posted March 12, 2016 Author Report Posted March 12, 2016 small tip: you can use "cl_leveloverview x" for better screenshots. you will need it for a radar, too.Yup, I will add that soon.Looks really great considering you just started mapping a few weeks ago, my first project was dog shit Thank you! Quote
BT- Posted March 14, 2016 Author Report Posted March 14, 2016 Made a couple changes today. I finally added water at B site. I probably won't keep the water texture, but it is just something to look at.I need to add an invisible wall at the edge of the water so people don't fall in. Can someone explain to me how I would do that?Also I added a few extra walls for places that the line of sight is too long. And fixed a few brushes that didn't belong.Next thing I'm going to do is add a radar and then upload the new version to the workshop tonight or tomorrow. Quote
jUST_RUSH Posted March 14, 2016 Report Posted March 14, 2016 (edited) Made a couple changes today. I finally added water at B site. I probably won't keep the water texture, but it is just something to look at.I need to add an invisible wall at the edge of the water so people don't fall in. Can someone explain to me how I would do that?Also I added a few extra walls for places that the line of sight is too long. And fixed a few brushes that didn't belong.Next thing I'm going to do is add a radar and then upload the new version to the workshop tonight or tomorrow. playerclip brush? As far as literally what you asked. There might be better design routes/tricks to achieve the same thing without going invisible wall though. I'll leave it to someone who isn't posting his/her first post right now. Looks good so far though!! Edited March 14, 2016 by jUST_RUSH Took out the word "wall" Quote
BT- Posted March 17, 2016 Author Report Posted March 17, 2016 (edited) Added something that I think is pretty cool Edited March 17, 2016 by BT- Quote
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