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CSGO: de_rostok

  • w0llmart
  • December 1, 2013 at 1:23 AM
  • w0llmart
    • December 1, 2013 at 1:23 AM
    • #1

    hi there, just looking for some objectve feedback on the gameplay and visuals for this map i've been working on


    i used crazybump and ssbump to bake ssao into a couple of the textures for maximum graphics™ although i have to reskin two of the models at a later point in time


    the lowest fps i saw with cl_showfps 4 was 135 with a 6950 and an amd phenom 2 x4 4 20(720BE) at 3.0ghz with multicore rendering enabled


    see if you can find all the boys in blue and delicious meatballs i've hidden around the map


    you can find a download link at the workshop here:


    http://steamcommunity.com/sharedfiles/fi…s/?id=181663471


  • UnknownPredator
    • December 1, 2013 at 6:35 AM
    • #2

    Hey , I played through for about 20 rounds. I felt like A Was cluttered visually but besides that it was good , I feel like the map needs some few changes. Here is an album with pictures describing the changes http://imgur.com/a/DE2b9

  • w0llmart
    • December 2, 2013 at 10:36 AM
    • #3

    screenshot bump

  • UnknownPredator
    • December 2, 2013 at 8:23 PM
    • #4

    Sweet , do you have any pictures of the changes?

  • w0llmart
    • December 2, 2013 at 8:49 PM
    • #5

    since i already bumped just going to edit out the oldies and replace with these fresh new screenshots


  • UnknownPredator
    • December 2, 2013 at 9:43 PM
    • #6

    It's looking good , thanks for the pictures

  • w0llmart
    • December 2, 2013 at 9:51 PM
    • #7

    there's a mistake at b, gotta recompile again


    thanks for taking a look predator!

  • Puddy
    • December 3, 2013 at 1:51 PM
    • #8

    I think the combo skybox/light_environment makes this look a bit wonky. I would suggest trying one of the official levels' sky and light settings.

  • w0llmart
    • December 9, 2013 at 6:51 PM
    • #9

    moar bump

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  • w0llmart
    • December 31, 2013 at 9:25 AM
    • #10

    bumping the thread with another update, big changes to visuals with new assets from overpass and dozens of small improvements/fixes compared to the version playtested earlier this december.


    i have a server at 192.208.186.73:27016 if anyone wants to take a look at the map, it should be up and running properly after 4pm est (12/31) and will be available for a month if anyone is interested in helping conduct 10 mans

    1/14 EDIT: BUMPS

    192.208.186.73:27016 works and should be available for the next month

  • w0llmart
    • January 4, 2014 at 1:20 AM
    • #11

    bumping with the proper ip if anyone wants to examine the map on their own time:


    192.208.186.73:27019

  • iwxanthi
    • January 10, 2014 at 2:25 PM
    • #12

    It needs a better art direction. Right now the style is a bit all over the place, which isn't all that bad because Industrial sites contain mostly different styles of architecture. But this is a bit to much. I would recommend to gather some reference from the internet and copy some of their designs for a more consistent look.

  • w0llmart
    • January 14, 2014 at 7:23 PM
    • #13

    bumping for 1/14 playtesting update, nothing on the workshop just yet..

  • w0llmart
    • January 28, 2014 at 11:31 AM
    • #14

    Greetings!

    It seems to be time to put another update out, just going to leave the old screenshots up and dump the new(100% more panoramic) screenshots in one post.


    this update focused on tighening up several of the angles including the CT entry into A, adjustments to the encounter times at B and mid and a general art pass to some of the dated visuals.

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  • El Moroes
    • January 28, 2014 at 11:22 PM
    • #15

    Cool test in general. About Rostock I have something to say...In general I think that the map is too complicated and could be better if you try to work on what I'll say : - The global structure is too complex. The ideas are there but I think you should now simplify you architecture to render it less noisy. - Simplify the routes, perhaps you have too many. - I think you used too many textures for your complex. Try to optimise them and it will help a lot with the point I said above. The players should be detached from the wall and now it's a bit confused in some part of the map. There is a place where it works well ; it's in the outdoor area situated on the right of the terrorist spawn. - Work on your lights and standardize them. Detach them from the ambient lighting...I don't know how to say you that but...yeah try to industrialized them - more punch etc. I also have these three screenshots for you (and two with the jump area I reported you during the playtest) [Blocked Image: http://www.bidoulmarc.com/TEMP/feedback_playtests/feeback_01.jpg][Blocked Image: http://www.bidoulmarc.com/TEMP/feedback_playtests/feeback_02.jpg][Blocked Image: http://www.bidoulmarc.com/TEMP/feedback_playtests/feeback_03.jpg]

  • w0llmart
    • February 19, 2014 at 11:48 PM
    • #16

    well it's been a month and i'm starting to see after images of the grid so now seems like a good time to put out another update


    if you haven't read the update log basically:

    [Blocked Image: http://cloud-2.steampowered.com/ugc/3278922818…528C9A5A626D69/][Blocked Image: http://cloud-2.steampowered.com/ugc/3280048641…BE56A48CAE5E1E/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/3280048641…B806A9236FA2E7/]


    TL;DR:


    MASSIVE ART PASS
    HUGE ANGLE CLEAN UP
    COLOSSAL IMPROVEMENT
    MUCH CS

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  • w0llmart
    • February 26, 2014 at 6:07 AM
    • #17

    Hello again!


    It's only been a couple of days but with the flag in the B bombsite properly skinned and clipping issues resolved thanks to Jebzay, it's time to dump a bunch of screenshots and hope you guys don't find anything else in the upcoming playtest


    WHOOP WHOOP COLOR ME SATISFIED


    I TAKE IT BACK I'M SORRY THAT WAS PREMATURE AND UNCOOL

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  • tr0nic
    • February 26, 2014 at 9:20 PM
    • #18

    Why do you post ultra stretched screenshots I get it you want us to see more from one screenshot but it's just not working for me. I hate it to be honest.

  • w0llmart
    • June 11, 2014 at 4:52 AM
    • #19

    hello again!


    Quote from tr0nic

    Why do you post ultra stretched screenshots I get it you want us to see more from one screenshot but it's just not working for me. I hate it to be honest.

    wanted to try something with the panorama function in photoshop, looked kind of neat even if it messed up the perspective ;(

    on the bright side there's one last update for de_rostok that i'm pleased to roll out, just look!


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    the map can be found on the workshop at:

    http://steamcommunity.com/sharedfiles/fi…s/?id=181663471

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  • UnknownPredator
    • June 12, 2014 at 2:03 AM
    • #20

    Looks great, except for the pylons

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