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de_ali (working name)

  • Squad
  • December 11, 2012 at 10:17 PM
  • blackdog
    • June 16, 2013 at 3:05 PM
    • #61

    Congrats, everything looks great, I do particularly like as well the long stairs area.

    One only complaint: i'd get rid of the brick arch in the building in the bomb-area, doesn't feel right to me. First looks cramped in between the other arches and the roof (=no breathing space); it's also very peculiar, so imo feels repetitive, with another building having it, but using it more effectively (thanks to the balcony)

    Quote from Squad

    Redid the building with the arches, gave it a more uniform texture as well so it should fit better in the map now.

    [Blocked Image: http://users.telenet.be/gus/csgo32.jpg]

  • Squad
    • June 16, 2013 at 9:44 PM
    • #62

    Thanks for the feedback!

    I'll look into a way of adding a little bit more color without making it too busy and noisy again

    I also agree that this particular arch looks a bit squeezed in ... cause it is I wanted to put a bit more accent to the painting, but there should be a better way.

    The update is on the workshop now, but I was stupid enough to somehow delete de_ali from the workshop first So just look for de_ali_beta5 if you'd like to check it out!

  • JeanPaul
    • June 17, 2013 at 3:45 AM
    • #63

    Dont remove the little deck under the archway there, its just really cool for some reason.

    The other arch however, replace it with three small windows all youre good to go

  • OrnateBaboon
    • June 17, 2013 at 5:04 AM
    • #64

    Nice progress

    Two things that leap out at me. The main one is the brush based pillars, which could instead be meshes. The ones from safehouse I feel would be good solution.

    Model path: models/props/de_house/stonepillar.mdl

    The other thing is the tower in the background, which looks like it could use a bit more work so that it looked less blocky. Maybe open it up a bit so you can see the sky through it, and perhaps have a belltower in there.

    [Blocked Image: http://www.skybex.com/home/ali_01.jpg]

  • Squad
    • June 19, 2013 at 6:32 PM
    • #65

    Small update.

    Changed a few buildings to have a slightly saturated color look and rounded those brush based pillars (have to smoothgroup them still).

    What do you think?

    [Blocked Image: http://users.telenet.be/gus/csgo36.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo37.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo38.jpg]

  • JeanPaul
    • June 19, 2013 at 7:09 PM
    • #66

    I love it. I feel its still not finished though. Give it more detail!

    Look at the new, officially made, de_mirage. It retains readability while still being very detailed by using similarly colored textures to detail the walls. (desaturated primary colors and lots of wood/organic colors) I feel as if your map could give so much more considering its small size.

  • ElectroSheep
    • June 19, 2013 at 10:00 PM
    • #67

    This will be a master piece !!!

    Also what is the thing on the red house in the last shot ? A painting ? I think this building needs more work.

  • Squad
    • June 19, 2013 at 10:21 PM
    • #68

    Thanks

    It's a painting indeed. The building does need some work.

  • El Moroes
    • June 20, 2013 at 12:40 AM
    • #69

    Looks better and better man!

    I just don't really like your post process. It adds a kind of filter which it turns all your map in brown and flat color. I think you should work on that to detach the elements and make them more interesting (green plants, true blue sky,...).

    Here some screen to translate what I'm thinking :

    [Blocked Image: http://asset.keldelice.com/attachments/photos/128414/original/DOMAINE_DE_PIQUEROQUE.jpg?1257308881]

    [Blocked Image: http://mw2.google.com/mw-panoramio/photos/medium/74944373.jpg]

    [Blocked Image: http://www.cartesfrance.fr/carte-france-ville/photo-hotel.php?photo=http%3A%2F%2Faff.bstatic.com%2Fimages%2Fhotel%2Fmax500%2F163%2F16302328.jpg]

  • cincinnati
    • June 20, 2013 at 2:36 AM
    • #70

    i thought for sure that starting a new subscription would give you a big, and deserved, boost, and hope it does, in the end.

    it would be nice if there was a way that updates (or big updates, like your last one) could get some visibility through some sort of tab or dedicated space on the home page.

    map looks great, those beams are still ridiculous

  • Squad
    • June 20, 2013 at 8:20 PM
    • #71

    @ moroes: I see what you mean, but I don't want to make it too vivid either (like it used to be some months ago). I think the readability right now is quite good, so I'm probably not gonna play with it too much.

    @ cincinnati: While it was unintentionally, having to add the map to the workshop again does seem to give it some sort of boost

    Haha, I deleted half of those beams by now. It's still on my todo list though

    Thanks all!

  • blackdog
    • June 21, 2013 at 6:20 PM
    • #72
    Quote from Squad

    I also agree that this particular arch looks a bit squeezed in ... cause it is I wanted to put a bit more accent to the painting, but there should be a better way.

    I think it achieved the opposite effect, and now the eye is caught more by it

  • DrywallDreams
    • June 25, 2013 at 9:23 PM
    • #73

    The only negative that stands out to me at the moment is that the post-processing is a bit too strong. It makes it feel really flat and in a way a little blurry. Looking at the map with post-processing disabled, it looks really nice!

  • Squad
    • July 10, 2013 at 12:59 AM
    • #74

    I've just updated the map on the Workshop. Hopefully this is gonna be a (near) final version.

    [Blocked Image: http://users.telenet.be/gus/de_ali01.jpg]

    [Blocked Image: http://users.telenet.be/gus/de_ali02.jpg]

    [Blocked Image: http://users.telenet.be/gus/de_ali03.jpg]

    [Blocked Image: http://users.telenet.be/gus/de_ali04.jpg]

    [Blocked Image: http://users.telenet.be/gus/de_ali05.jpg]

    [Blocked Image: http://users.telenet.be/gus/de_ali06.jpg]

  • General Vivi
    • July 10, 2013 at 3:34 AM
    • #75

    Man this really looks awesome, would be super sexy with a few buildings as pure colors! Also would help create landmarks for call outs.

    I really do like your map.

    EDIT: I saw a few pages back that you had color at one point. I still think you could add some of that back, just not as crazy as you had it before.

    EDIT EDIT: ok, just played it for about an hour, prob don't need colors

    really nice layout, that middle is going to be intense!

  • Squad
    • July 10, 2013 at 8:56 PM
    • #76

    Thanks, vivi

  • blackdog
    • July 11, 2013 at 12:34 PM
    • #77

    Lovelly, I'll finally be able to try it.

    I'm curious because of the roadsigns in Italian, is this inspired by some Italian or Spanish town in particular? (name?)

  • Squad
    • July 11, 2013 at 2:49 PM
    • #78

    The roadsigns are from cs_italy Perhaps would have been nice to have some Mapcore-inspired custom ones

    It's not inspired by any specific Italian or Spanish town. It's supposed to be an Italian mediterranean village.

  • Squad
    • July 16, 2013 at 1:25 PM
    • #79

    Another update!


    I rebuild the cellar, hopefully making it a bit more interesting visually.


    [Blocked Image: http://users.telenet.be/gus/csgo39.jpg]


    [Blocked Image: http://users.telenet.be/gus/csgo40.jpg]


    The map is a bit too CT sides, so I did some changes to help the T side.

    Blocked of some of the spots where CTs can hide for any attacking Ts at Bombsite A.


    [Blocked Image: http://users.telenet.be/gus/csgo41.jpg]


    Made the cellar entry a bit curved, as to break up the sightline of any CTs defending it (they can now hardly cover the entry courtyard from within the cellar, making it easier for Ts to access the courtyard).


    [Blocked Image: http://users.telenet.be/gus/csgo42.jpg]


    This is experimental. I made the wall surrounding bombsite B higher, so it seals of the bombsite more. I also blocked the bombsite with a gate. It's possible to jump over the wall from both sides, but it'll take a little longer than just running in and it also makes you temporarily more vulnerable doing so. Of course you can also take the safer route through the back or the wine cellar. I did this to help the T side as the bombspots used to be 6 seconds from each other which made CT rotates to quickly.

    We'll see how testing goes


    [Blocked Image: http://users.telenet.be/gus/csgo43.jpg]


    [Blocked Image: http://users.telenet.be/gus/csgo44.jpg]

  • Puddy
    • July 16, 2013 at 1:51 PM
    • #80

    Looks great, longing to play this!

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