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turnbullTeRRoR

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Everything posted by turnbullTeRRoR

  1. Looks great plays: see above de_canyon I fear will have some of the same issues despite my efforts in optimization but we shall see
  2. CT Spawn Side yard of B Outside of B cat walk/ mid area from Tspawn to B window T Spawn Overview of T spawn path to A site from T spawn A site T side A site from CT side Upper mid exit/ CT spawn to a/ Tower Overlook Overview Dramatic view *swoons*
  3. drjorge0175" STEAM_1:0:32954010 dude recked whole team in spawn with friendly fire about 5- 6 rnds Sess1on was there if I need validation
  4. Play testing last night ended like this- Bot Shots Me in A site- my team flanked from way of T-spawn shoots Bill in the back from across the small plank bridge
  5. "acies-" STEAM_1:1:866680 13:24 76 0 this dude repeatedly knifed me every few rounds in spawn and started spawn flashing to begin rounds tonight around 11:15 - 11:30 est asked him to stop spawn attacking didn't respond just started spawn flashing instead.
  6. I am tweaking for site A "dam repair area" First off most maps have fairly closed in bomb sites where as canyons site A is open so I"m thinking about cutting down on the visable areas that you have a line of fire into site. #1 CT spawn- tunnel/cave to A #2 Site B to A stairs and Middle dam to A #3 Over look- ( thinking about closing this off like its shuttered or something) #4 This middle dam upper ( allows a lot of sniping opts really considering walling this off) #5 middle dam under pass #6 T spawn to A As you can see the site is open and I think this is just way to much shooting angles so I'm thinking about closing out 3 and 4. Also rush times have not changed from the CSS version CTs and Ts reach the A floor at the same time(#1 and #6). Also site B outer yard are at the same time. Would you rather CT's get a second or two more to pre-occupy A? Opinions wanted!
  7. yeah well the aztec is a blend texture I"m not sure if you can tell but I blended along the water line more muddy and higher up its more green. Now that I look at it you can't really tell because your viewpoint is mostly in the shadowed portion. The main Valley floor in picture 3 has the same swamp texture but its not got the mud blended yet so we will see. I will be smoothing the floor in the first picture in my last post so it wont be that much taller than the water flow. I envisioned this as a lock and dam so I may go back and make the actual gate/ ways between dams much larger like for ships to pass through heh that may be a lot of work. I don't know if I'll ever get a map good enough to go viral on CSGO servers but I"m shooting for it! I just want to produce a uniquely laid out map that its functional, fun, and looks pretty good. I've never made a 3d skybox but its pretty much a must for this map and I gotta figure out my problem making radars. I'll keep this updated and I'm open for suggestions. Thanks for you input!
  8. I've decided roof top access via boost only. Also thinking roof top access will only be good for protecting bomb and entry into site. So rest of map will not be viewable from roof top...maybe not sure about that yet. Now for some GC input do you like the sandy bottomed floor(in first post) or the aztec swamp texture here-
  9. Original routes will remain though more seperated than the CSS version. New Route added in the middle canyon where you can go under the dam as you can see in Screen shot 1 and 2 . This should help CTS ability to roll over to site A (Crack in Dam wall) something that was a struggle in CSS version. Site B- complex roof and Window access will change. FIrst off instead of 3 windows there is only 1 open. Window will no be accessible from tower any more since the tower top is covered. I'm considering cutting out roof access entirely. CT' Spawn has moved a little closer to bombsites and the Complex is not as high up as it was in CSS.
  10. It'll have radar even if I have to beg someone to make it for me
  11. Working on Canyon. I want to make this one good so It'll be a while I'm not going to rush. Here is how she looks so far though I'm not sure everything will stay as it is in these screen shots but you get the idea. Lighting and skybox will not the be same in fact Its gonna have a 3d skybox. Some textures will change and I will focus on sectioning off the map so there won't be sooo many open spaces to render at 1 time
  12. http://csgo.gamebanana.com/maps/169328 She's here. My first GO map- I was almost finished with this for a source release so the conversion to final product didn't take long. I'm looking at De-Monastary but I feel like I'd have to overhaul it and increase its size. A lot of work De_Canyon was a resource hog on Source so I figure I'd have to completely re-engineer it from scratch so I would be playable on most PCs. If you care to- vote for which map you'd like to see on CSGO first: Monastery or Canyon.
  13. Didn't know I just got the full version of GO this week
  14. I'm trying to convert some mapss.. you guys gonna run customs at some point in time on CS GO server? currently working on a new build of de_utility
  15. Can't you guys remove de_canyonbeta its pretty much just taking up space now that you have reg de_canyon I guess I'm going to fix the lighting in de_utility_Beta and fix some B site issues and re-release as de_utility if/when this happens I will post a link. As of right now any changes to de_monastery are pure speculation. I'd like to play it some more before making changes.
  16. I think the best strat for CTs is to all rush one way (since map is small you can reach either site from virtually any route in decent time) and retake site from behind T's if the way you rushed isn't the same as the T's. If you happen to rush and meet head on..oh boy its gonna be a slaughter house. I thought about removing middle access to A- and making it CT- to A / Underpass to A- and TspawnHall to A only. B- you have ramp/overpass/apartmentcombo to B and Sideyard to B and CT-to B. I think if CT's play it thus it will make the map really fun. Or Ct's need to learn to camp it better. PS Woden had a couple of really nice Clutches CT side.
  17. Custom Night= Had a blast as always. I knew from playing with the bots that the map played small but wow 12 on 12 with independent thinkers it was pretty crazy. Map seemed a little T sided because the CT's didn't know where to cover. I'm open to any suggestions or ideas for any of my maps.
  18. Nifty little map about the same size as canyon its not overly large but bombsites should be little more balanced and shouldn't be nearly as demanding on your system as canyon. http://css.gamebanana.com/maps/168019 if anyone was wondering about about de_utility_beta I've not worked on it much. I guess my next project would be to fix it so that its more playable and better balanced especially at B-site
  19. Yeah I"ve noticed when you get he-naded the beam shows from where the person was standing do where you were standing no matter what path the nade takes.
  20. Thanks for your input. I've noted and will most likely be returning here to re-read it again. I've actually been invited to do some work in udk which is something I have a little more experience in. So while I' m not abandoning these CSS maps my attentions gonna be mostly on catching up with the unreal engine. Had fun tonight guys and as always thanks!
  21. Thanks I was going to also mention that the Canyon map and Utility Map are polar opposites as far as layout goes. de_ Canyon is a very open map while de_Utility_Beta is much more closed in with more routing possibilities via mid area( there are some long narrow shots though). The thing I'm most interested in seeing is if people think the bombsites are just a little to close. Opinions, Ideas, or Criticism are welcome concerning either map. I'm not familiar with photo shop yet to make a radar and I've not tried a 3d skybox but I'm looking into both of these for the final version of de_utility ps I've only had SDK since May so I'm still making mistakes out of ignorance. ie- Canyon maps displacements the textures too large / on brushes too big / so they looked stretched in some places/ I'm being schooled right now on game banana
  22. Hey guys, first of all let me say thanks for playing my map de_Canyonbeta. I always enjoy games on your server, and custom night is fun despite the grumbling. hum bugs don't be discouraged They can't all be winners Anyways I was wandering if you can remove de_canyonbeta and replace it with the much better version de_canyon. Also just released de_Utility_Beta and I think it may be fun to play. The idea is not as original as the Canyon map, but the game play and routing is a little more complex. Here are the shortcuts if you'd like to check them out or Download http://gamebanana.com/css/maps/167006 de_canyon http://gamebanana.com/css/maps/167291 de_Utility_Beta see you on the servers ps LUNK you didn't get that AK back BTW
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