• [CSGO] Factory
    18 replies, posted
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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