BrainBread 2

BrainBread 2

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Sakura
   
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Game Mode: Objective
File Size
Posted
Updated
106.914 MB
5 Aug, 2020 @ 4:52am
19 Aug, 2020 @ 7:01am
13 Change Notes ( view )

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Sakura

In 1 collection by 67
67 server maps
6 items
Description
这张sakura来自一张css的kz图,偶然看到这个好看,就把它留下来了,稍加了改动。

以为这张图是个开始,我要雄心壮志的去移植更多
没想到它是最后一次了
12 Comments
Batwing-Shina 2 Feb, 2024 @ 3:00am 
It's an incomplete map and the enemies are nothing and the big tree are lacking, but I'm sure it will be fun when completed.
Allen Scott 19 Dec, 2020 @ 1:15pm 
this is a wholesome 100 moment
The deadly Cutsman 7 Aug, 2020 @ 10:13pm 
Hey, no problem buddy :)
67  [author] 7 Aug, 2020 @ 9:23pm 
Thanks for your support
Actually, not many people have said thank you to me
The deadly Cutsman 7 Aug, 2020 @ 9:01pm 
I apreciate that you took time to add stuff and to compile the map again. Try to use official maps as reference to balance any map you make in the future and you'll be fine. I'll be waiting for more of your maps, they look really nice :steamhappy:.
67  [author] 7 Aug, 2020 @ 8:13pm 
I added a health pack and added a level
The deadly Cutsman 7 Aug, 2020 @ 3:21am 
Here's a link to how "propper" works and how to use it:
https://developer.valvesoftware.com/wiki/Propper#:~:text=Propper%20is%20an%20edited%20version,auto-generate%20a%20physics%20mesh .
I understand if you don't want to modify the map, I know the more you add, the longer it takes to compile. Next time you could ask someone you know with a good computer to help you compile the map.
Don't think your skills are bad, it's really good and functional, keep it up :steamhappy:.
67  [author] 6 Aug, 2020 @ 8:04pm 
Those staircase details....
Can ignore it
After all, the server can directly mount the workshop, and the compilation consumes my time, and now everyone’s computer is very easy to play this Source game, so don’t care about these details :D
But I haven’t done this yet. I will only import the model into the Source map and not export it back into a model.Can you give me a link to learn this.
As for the health pack and level design
I will improve
In fact, I don’t want to change the map, on the one hand because I find it troublesome, compile and repackage
More importantly, I have been working on maps for a long time, and there are often some inexplicable problems. Some problems with the Source engine can be said to be metaphysics.Of course, it may also be that my skills are not good
Thanks for your advice
The deadly Cutsman 6 Aug, 2020 @ 7:35pm 
5- I know you can respawn instantly, but it's not fun having to die to regain health. You can see health pack on other objective maps too. The only gamemode that does not use health items is Elimination. Again, the fact that you can just avoid getting hurt does not mean that health packs are not needed. Player skills differ from person to person, you will have people that NEED health packs.
6- The map is fine, but the problem is that the playable area is very big and makes it really easy. I suggested to turn it into a PVP map because of the size of the playable area, but I didn't say you must do it.
The map IS very good, looks really nice, don't give up, is just that the gameplay needs some refinement. Keep it up man.

(divided into 2 because it was too long)
The deadly Cutsman 6 Aug, 2020 @ 7:34pm 
1- What I meant with lights was using lightbulb/LEDs props on the floor, so the pink light has a source, no need to change the color of the light entity.
2- Yes, it's ok to use func_details, it was just a suggestion so you could create more detailed objects and not increasing the brush count. "Propper" is an easy program to use, you can convert func details into models directly, but you can use func_details if you want to.
3- I'm sure you can get it to look better, the rest of the map looks really nice on it's own.
4- What I meant was the snail staircase that goes completely unseen, I know you can see the light and some of the interior. The staircase can be deleted and the player will still see the same ammount of detail.