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De_rust [CS:GO]

  • Deh0lise
  • April 16, 2013 at 2:03 PM
  • Deh0lise
    • April 16, 2013 at 2:03 PM
    • #1

    Ok, the time has come to post here. Last time I was at mapcore it tended more toward UE3 than Source, but as CSGO seems to have revived interest in Source in Mapcore (v.g museum, favela, etc) I can't miss this post. Hope you guys don't mind.

    I've just released de_rust_b2 for CEVO/GB contest and I'm searching for feedback to improve it. Gameplaywise it suffered many modifications since b1 and although I think they are an improvement, rust really needs an intense test to find out.

    Visually de_rust sticks with the simple clean textures look with few props to ensure players will spot others fast and keep a high framerate. I may add few pebbles and broken bricks here and there in a latter release, but in any case it will look similar.

    The Layout doesn't follow the standard eight pattern and may confuse some players at first. Bombsite A (rocks one) is quite clear: T get in from cave or mid, and CT hold on catwalk or plataform. On the other side, bombsite B is more a secondary bombsite, it takes a bit longer but offers many sneaky ways to reach it: straight vents route, roof vents, or even smoke mid and go ctspawn b (controlling support going B aiming bridge windows). Strategically I think it offers many original ways to cover (v.g B from up or down bombsite) and attack (v.g smoke mid and boost teammate A plataform on broken wall spot).

    Additionally, there are many surfaces you can shoot through (even walls), which does give some good players a big advantage (v.g cover B shooting wood, or below shooting though grate when you see the shadow of a CT defusing)

    Download:

    http://csgo.gamebanana.com/maps/173647

    http://steamcommunity.com/sharedfiles/fi…s/?id=139343158

    Some screens:

    [Blocked Image: http://s24.postimg.org/ld0j5m6lx/2013_04_15_00044.jpg]

    [Blocked Image: http://s24.postimg.org/koromo7w5/2013_04_15_00045.jpg]

    [Blocked Image: http://s24.postimg.org/rgi3piwvp/2013_04_15_00047.jpg]

    [Blocked Image: http://s24.postimg.org/3qso0tyid/2013_04_15_00048.jpg]

    [Blocked Image: http://s24.postimg.org/b81vg1o1h/2013_04_15_00050.jpg]

    [Blocked Image: http://s24.postimg.org/83r7j9791/2013_04_15_00056.jpg]

    [Blocked Image: http://s24.postimg.org/if3kbwyyd/2013_04_15_00057.jpg]

    [Blocked Image: http://s24.postimg.org/8kh0jfkdx/2013_04_15_00068.jpg]

    [Blocked Image: http://s24.postimg.org/d7n2l77qt/2013_04_15_00075.jpg]

    [Blocked Image: http://s24.postimg.org/cw5m8frat/2013_04_15_00079.jpg]

    Hope you like it!

  • FMPONE
    • April 16, 2013 at 2:37 PM
    • #2

    Looks nice. A little ambiguous in terms of what the environment is, other than a deserty-facility, but it's pretty solid. I think the vents are a pain to navigate personally. Best of luck.

  • Deh0lise
    • April 16, 2013 at 7:07 PM
    • #3
    Quote from FMPONE

    Looks nice. A little ambiguous in terms of what the environment is, other than a deserty-facility, but it's pretty solid. I think the vents are a pain to navigate personally. Best of luck.

    Yep, ds- in steam forums just told me so. I'll add site signs inside for those playing the first time. Once known the map layout it is quite easy.

    Just for those who are going to play it: 1) Following T vents till the end leads to B, the rest (two) are exits within the route. 2) vents on roof lead below B, serves mainly for faking strategies.

  • Thrik
    • April 17, 2013 at 12:35 PM
    • #4

    Outdoor areas look good. A bit plain for my taste, but you did explain why that is. Still, if you can get some more colour and detail in there without sacrificing accessibility too much you definitely should.

    Indoors I'd say the same as above, and also that the lighting is a bit flat. Some more intense spot lighting should help, boost the power of the existing lights and maybe add some more. Perhaps add invisible area lights where light is coming in from outside, giving the impression it's lighting up the surrounding area more without having to intensify your environment lighting.

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