It's here fellows !
[video=youtube;i-z0pANe5Vw]http://www.youtube.com/watch?v=i-z0pANe5Vw&list=UUcKPzElUM7CCzKqfFRuIveg[/video]
[t]http://files.gamebanana.com/img/ss/maps/5334728a96248.jpg[/t] [t]http://files.gamebanana.com/img/ss/maps/5334729390699.jpg[/t]
[t]http://files.gamebanana.com/img/ss/maps/53347298b9636.jpg[/t] [t]http://files.gamebanana.com/img/ss/maps/5334729fb5409.jpg[/t]
[IMG]http://cloud-4.steampowered.com/ugc/796316693161166563/6420969E76E93C9D09378755C85AB6E7F27C6174/[/IMG]
[B]Featuring:
[/B]- 32 Spawns
- Minimap/Overview with Localization names
- Competitive | Casual | Deathmatch | ArmsRace
- Working ladders
- Advantage sniper spots
- Custom nav file for better bot performance
I'll post soon the IP Adress of a server running this map !
[B]DOWNLOAD:
[URL]http://steamcommunity.com/sharedfiles/filedetails/?id=242795380[/URL]
[URL]http://csgo.gamebanana.com/maps/179791[/URL]
[/B][I]Please leave your comment below, download and test it and let me know your feedback ![/I]
Looks nice! I usually make TF2 maps and small maps for GMOD like Escape Pedobear Maps.
[QUOTE=Adam Davidson;44373077]Looks nice! I usually make TF2 maps and small maps for GMOD like Escape Pedobear Maps.[/QUOTE]
Thanks ! This was my first bomb/defusal map for csgo thinking for the competitive side.
[QUOTE=onebit;44373414]No overview in the Workshop?[/QUOTE]
On the way ! Thanks I forgot to add it.
I have setup a server to run this map ! it's a dedicated 12 slots 24/7 !
Just type [B]connect 189.1.171.77:27009[/B] on your console or search for nickmaps in the tags of the community browser !
Looking good!
Just released a update fellows !
[B]30/03/2014[/B]
- Changed CT Spawn
- Changed minimap overview to match the new CT Spawn
- Added additional supports to the Bridge.
- Added cover on the road near CT Spawn
- Added additional player clips.
- Added cubemaps to enhance map reflections.
- Added a custom KV file, teams are now ST6 vs Phoenix
- Fixed Buyzone on T spawn.
- Fixed func_areaportalwindow draw distances at Bombsite B
- Fixed model collisions in shelfs at LongA and Bombsite B
- Fixed visible nodraws.
- Fixed bots being stuck at Mid and Office ladders
- Made the entrance of the Mid connector wider.
- Removed the fake ladder and the falling box at T spawn.
- Removed boxes from Radio and Tunnel Connector entrances.
Thanks for the support !
Maybe I'm not seeing it, but for a factory, there seems to be a conspicuous lack of any machinery? Seems more like some sort of warehouse.
[QUOTE=Framperton;44412462]Maybe I'm not seeing it, but for a factory, there seems to be a conspicuous lack of any machinery? Seems more like some sort of warehouse.[/QUOTE]
Yes, the battle happens at the storage part of the factory, it has some machines on the "Radio" area.
Just updated the map ! Here's the changelog:
[B]09/04/2014[/B]
- Changed collisions of props at Office.
- Changed railings on stairs at TSpawn.
- Changed the HDR BloomScale.
- Changed position of the Box inside the truck at BombsiteA.
- Added cover at Connector Tunnels/Mid.
- Added double doors at Connector Tunnels/Mid.
- Added fog.
- Added and edited player clips to smooth player movement.
- Removed the slide door at Connector Tunnels/Mid.
- Removed props from Office.
- Removed windows from Warehouse (LongA).
- All windows at Rafters side of the Bombsite B are now breakable.
- TSpawn door frames to Bombiste A are now wider.
Needs more pics.
Updated de_factory workshop description with images ! Check it out:
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=242795380][img]http://i.imgur.com/Pqy0o69.png[/img][/url]
Made a small update to the map !
[B]08/06/2014[/B]
- Added more clips to prevent player blocking.
- Added soundscapes and ambient sounds.
- Fixed func_details as world brushes.
- Minor texture changes.
- Double doors at tunnels now open at the same time.
- Connector door to Bombsite A is now wider.
- Removed the vent of the center wall at TSpawn/Mid.
[QUOTE=onebit;45033201]
Did you compile with -final?
[/QUOTE]
Yes it is compile with final ! Why ? I think that pipe has some incorrect cubemap, going to check it.
[QUOTE=onebit;45033201]
Is the brick concrete or is the concrete brick?
[/QUOTE]
Its a concrete plastering (grout) (is that the correct word ?)
Also, near the vent with low texture has a floating box :v:
Thanks for the feedback, eagle eye !
[QUOTE=onebit;45033459]Stuff like this:
[t]http://i.imgur.com/LcMZBnk.jpg[/t]
[/QUOTE]
That's a bug I can't solve, already tried using a info_lighting, but every final compile that rolling door appear dark. :\
Thanks again !
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