BazzlingDalls Posted June 30, 2016 Report Posted June 30, 2016 (edited) A map i started a week ago which is in early stages of development. The layout has been finished and I've just started to texture and detail surfaces. The theme is a rundown theme park abandoned 15 years ago. Why are the terrorists attacking it? Who cares. De_rundown features a classic cloverstyle map design featuring mid offering a re connection onto A pathway and a new entrance into A, and a new entrance into B. Both A and B sports 4 pieces of cover for whoever is defending the site and 3 entrances for whoever is attacking. Ts take 11-12 seconds to reach both sites and Cts take around 8 - 9. The rotation time for CTs is 13 - 16 seconds depending on the route you take. If this could be play tested and critiqued that would be great. workshop upload: http://steamcommunity.com/sharedfiles/filedetails/?id=719225894 de_rundown.bsp Edited July 7, 2016 by BazzlingDalls Updating screenshots and bsp Quote
Vaya Posted June 30, 2016 Report Posted June 30, 2016 (edited) I would look at other stock maps light_environment. lighting is pretty bad here judge by the screenshots do this before you put any more textures down. Get the lighting so you can see stuff first Edited June 30, 2016 by Vaya Utopia and El_Exodus 2 Quote
BazzlingDalls Posted July 1, 2016 Author Report Posted July 1, 2016 11 hours ago, Vaya said: I would look at other stock maps light_environment. lighting is pretty bad here judge by the screenshots do this before you put any more textures down. Get the lighting so you can see stuff first Thanks for the feedback, and i will decrease the pitch from -50 to -70 so that there is much less shadows. Also if you could do more than just look at screenshots, as I'm more focused on game play than lighting or textures. Quote
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