Counter-Strike 2
Df_Zeppelin
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Обновление: 26 май 2020 в 14:58

260520:

-Closed off some areas that looked like they were accessible but weren't (Thanks, T1mure!)
-Fixed some god-awful geometry around T Sniper Box (Still need to redo all of this, it really sucks

Обновление: 25 май 2020 в 10:06

240520:

-Fixed clipping issues on:
=Long
=CT Spawn
-Made Upper JamesBond less suicidal
-Made prop rim around Hole solid
-Added a 3D Skybox (yaaaay)
-Fixed a pixel peek on T>Hole
-Got rid of a never-used path between CT Spawn-A

Обновление: 17 май 2020 в 7:13

120520:

-Updated the map based off of THW feedback:
-Got rid of the big red box on Hole
-Got rid of CT Sniper nest on Long->Hole
-Made all skilljumps easier
-Redesigned CT A cover
-Got rid of B Boost Window
-Completely Redesigned B
-Did some fancy texture/model work
-Map feels better to play on now

Обновление: 7 май 2020 в 21:21

080520:

-Made this map play more like a cs_ map
-Changed the name to df_zeppelin
-Made the valves the hostages, instead of CT's starting with the hostage
-Got rid of the valves completely
-Revised a lot of angles around Hostage B and JamesBond
-Added angle at Hostage A, and made "A Skilljump" require a lot less skill
-Changed positioning of Hostage B to better favour T's
-Added a new angle to watch Hostage B from
-Revised bot navmesh to make them a lot less suicidal
-Fixed spots where NoDraw was too aggressive (whoops)
-Fixed spots where NoDraw was too passive (oh geez)
-Fixed spots where NoDraw wasn't even applied (for god's sake)
-Updated the Workshop with better screenshots

Обновление: 3 май 2020 в 17:09

-Removed a lot of the windows
-Added much clearer markings on where to go and what to do
-Lowered the skill cieling on some soloboosts/parkour
-Made Long's sniper box a lot bigger/meaningful
-Redid geometry at JamesBond
-Got rid of a stupid angle on Upper Hole
-Started doing the NoDraw pass

Обновление: 23 апр. 2020 в 1:35

230420:

-oh geez whoops haha just put windows everywhere lol
-actually they're strategically placed
-but i'll leave you to find out the strategies
-removed an errant light at CT Spawn
-Added back some T Spawns (you can do 24V24 again)
-Fixed some shoddy texture zwork
-Made Long Brighter

Обновление: 22 апр. 2020 в 9:17

220420:

-Fixed some overstretched textures
-Added some new ones
-Actually, a lot of new ones
-Remembered to build cubemaps this time (whoops)
-Replaced the bench model
-Made the sun's shadows more like mid-day
-Polished Fancy Room floors
-Just really made it look nice
-Redid the geometry around hole
-Removed ~300 unneeded numportals
-Exposed JamesBond
-Holy shit the map looks so much nicer now

Обновление: 19 апр. 2020 в 0:27

180420 (In Valve Time):

MID:
-Removed balcony rail
-Added more cover to Valve
-Raised Box
-Made the bit under stairs a lot more viable

T SPAWN:
-Added a new way from T Spawn to short
-Added more Benches at Benches
-Added more cover

MISC:
-Added a new angle on Short
-Added a new angle on Hole
-Made the stone wall corners nonsolid
-Made some walls more bangable (LIKE YOUR MOM)

Обновление: 17 апр. 2020 в 15:33

170420 - Part 2:

-Reworked T -> Hole, and T Hole Sniper Box
-Fixed objective not appearing on radar (whoops)
-Changed some roof heights so the map feels less claustrophobic
-Made buyzones even bigger
-Added clip brush to Short -> CT Cannon
-Redid the radar color scheme
-Added a raised platform on CT short

Обновление: 17 апр. 2020 в 6:24

170420:

-Added an extra path from CT Spawn to short
-Added some cover at CT Spawn
-Slowed down fans
-Some other stuff