awesome work!
Cs_siege_go
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Some fresh stuff !!
[Blocked Image: http://www.minerality.fr/images/maps/csgo/2012-10-25_00037.jpg]
[Blocked Image: http://www.minerality.fr/images/site/maps/siege_08.jpg]
[Blocked Image: http://www.minerality.fr/images/site/maps/siege_09.jpg]
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looking good as usual 3dnj! I love how the environments don't look neither blocky, sourcy or lifeless.

My only complaint is that source fucked up the lighting on those vents in shot 1! looks that way at least.
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Ha yes, sometimes it happen, sometimes don't,

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An info_lighting is already placed there for these vents

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First few scenes need a little more contrast
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This is gorgeous! Comparative screenshots would be much appreciated.

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Quote from moroes
An info_lighting is already placed there for these vents

Don't you use -staticproplighting when compiling? D: If you do, props are lit up per polygon instead of from their origin point.
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Sometimes it doesn't work even with those commands. Don't know why

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Hey guys, it was fun playing this! One of the most beautiful Source maps ever made imho!
Here's my feedback from playtesting:
- Completely cut the sewer path from CT Spawn to the middle building. You can leave the sewer opening there visually, but put a fence around it or something. To compensate, place a door facing CTs in the left middle building when coming from CT spawn (or just make the lighting more inviting at the window facing CT spawn). This sewer makes the map unnecessarily large.
- The two entrances to the sewer corridor are MAJOR choke points. I would probably make the T-entrance bigger since CT has to assault through it.
- The T spawn is a bit of a mess. Look at the official CS:GO maps. There are always clear paths out of the spawn. I would avoid useable doors and really narrow corridors. Look at the path out of the de_Inferno T spawn as a good example of size etc. You should go with something like that.
- Visually, the map looks GREAT. But at times it's a bit hard to read. Some out of bounds areas look more inviting than areas that are playable. Try to restrain yourselves a bit when detailing.

- Add a ladder at the bottom of the elevator shaft (if you keep that area) so that Chimeray can get up.
I didn't play enough to pick up on subtler things.
These are the major things that stick out at the moment. -
Just ran around this in game... wow. Impressive
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This looks ace! Love the lighting and the foliage.
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I think our main problem here is because we are looking to make a remake with a lot from the original map.
It's true now the first sewer area is not really usefull because it's hard for a terro to be at the middle before CT but this sewer was important in the original map because you can bring the hostages at the ct start when the middle is full of Terro.
Firstly we will certainly looking by making all the sewer easier from access to really make it as a secondary powerfull path. Now it's not the case. For this, ct should be able to go into it faster.
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So as promised yesterday moroes. I enjoyed the map, it looked great but there is one problem I see with the layout and it may be why I don't remember ever playing the original siege. Below is a very simplified view of the map, the red line is effectively the mid point if both teams run to the centre and the centre is a little more open and defensive for the cts obviously.
[Blocked Image: http://i.imgur.com/Ctqd8.jpg]
Basically the T's would actually probably win if they hung back and just defended their spawn, the Cts have to pass through the warehouse, they have no other option. That really confused me to start with, I assumed (as a T) there was another route even though I couldn't find it (I believe all the hostage maps have two routes to them). So my first suggestion would be to open the T sewer up at the T side of it and have a flood channel or something that comes out at the dock behind the hostages, that means two routes the CT's have the option of assaulting.
The other suggestion to counter the T's having very little chance in the centre of the map is simply to find a way to reduce the transit to it by about 5-10 steps for T's. Maybe by doing as others have suggested and simplifying the T spawn. If I'm good and a CT with a rifle and I get to the van at the back of the centre area, I can kill anyone coming through the right door or up the ramp.
Also I would keep the CT sewer, the round time was too short on our games, but if it had been longer its good to have two routes at their end to take the hostages back on, rather than having the T's flank and camp a single route to the CT spawn.
Sorry if that's hard to understand, was a bit rushed typing it.
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Thank you Vilham. It's true the timer was really short for this map. If a CT takes 30/40 second in a battle without moving, he hasn't a lot of chance to bring the hostages safe.

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Ho, and this week end we were thinking a bout making another exit from the sewer to avoid the warehouse. We should take some time to think about it more.
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I would look at fixing other stuff first and then playtesting again to see if you still feel the same way. Having the warehouse function as a hub could work, but I'm not so sure about some other things (see my post on the last page).
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Yup, thanks for your feedbacks, it's very useful for us !
As 3Dnj said, we'll have a good discussion on these points and make an update.
More news soon guys

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I was too busy admiring the water to realize this is a siege remake
:D:D:D:D:D:D:D:DD:D can you please make a version with apc so i can TK all night... so much fun was had.... -
another thing i vague remember from the original siege - in the later versions you only had to bring the hostages out to the first open area, not the entire way to ct spawn. it already feels like a really long way to get the hostages from, i think some thought into perhaps making them more accessible would be in order
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