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Callie (CSGO)

  • ics
  • February 8, 2014 at 5:18 PM
  • ics
    • February 8, 2014 at 5:18 PM
    • #1

    Few days ago i released my map de_callie on Steam workshop, here: http://steamcommunity.com/sharedfiles/fi…s/?id=225052203


    While it is nice to get something released, i get no feedback from nowhere i've posted this, except csgo_sdk mailing list which was great. I'd figure i should post it here too. So thanks in advance if you have a look at it. It's not ready yet but getting there soon i hope. Still, it's fully playable.


    ** EDIT **


    updated screenshots 17th of Feb 2014

  • Sprony
    • February 9, 2014 at 9:46 AM
    • #2

    I take it you are going to add more detail as you progress? Because some areas are a bit empty and some walls could a bit more decoration and stuff. I'm at work so I can't play. Having said that, I wonder if the shadows won't make it difficult to spot players?

  • ics
    • February 9, 2014 at 5:28 PM
    • #3

     

    Quote from SpronyvanJohnson

    I take it you are going to add more detail as you progress? Because some areas are a bit empty and some walls could a bit more decoration and stuff. I'm at work so I can't play. Having said that, I wonder if the shadows won't make it difficult to spot players?

     Well, i don't want to clutter the map with too many details so i'm not sure how much i will add. I don't think the shadows will be a problem but i'm all ears for suggestings and such.

  • FMPONE
    • February 10, 2014 at 5:55 AM
    • #4

    I'll definitely review this map and give you some feedback here tomorrow! Congratulations on the release mate.

  • spence
    • February 10, 2014 at 12:46 PM
    • #5

    I have to agree regarding detail; I looked at the images the other day and returning to them now I still feel the same; some areas feel a bit barren and could use a little more life (let me know if you want particulars). Also maybe it is just me but some of the props feel a little out of place; in particular the big air conditioning units and the utility cabinets. They don't seem to match the theme of the rest of the environment IMO. The broad structure of the map looks nice though and I think with a little more detail it would be complete.

  • ics
    • February 13, 2014 at 8:28 PM
    • #6

    Well not much feedback from here either bug i did some improvements. Added details and such. Removed some air conditioners and tuned it up otherwise too. I've yet to take new screenshots but the map has changed.

  • Squad
    • February 15, 2014 at 3:01 AM
    • #7

    I've been meaning to reply earlier, but just never got to it and eventually forgot a bit about it, sorry.


    [Blocked Image: http://static.mapcore.org/uploads/monthly_02_2014/post-31085-0-23948300-1391879275.jpg]


    The balcony seems akward, because it doesn't have a decent support. While a construction like that would be perfectly possible in real life, it would be much more believable if you added some matching support to it.

    Shadows on the right side are pretty dark. If it's in a spot with high traffic (the crate seems like a piece of cover), be sure to pay attention to readability. For example, making the wall behind the crate lighter (or a decal with paint could do the job too), or tweak lighting in the spot.

    The curved corner right next to the B spot sign could use a smooth group.


    [Blocked Image: http://static.mapcore.org/uploads/monthly_02_2014/post-31085-0-29032100-1391879280.jpg]


    The plants on the left side don't really have a base to grow in, which make them look artificial. Add a decal with dirt or something underneath them.


    [Blocked Image: http://static.mapcore.org/uploads/monthly_02_2014/post-31085-0-75352600-1391879292.jpg]


    The wall in the center looks a bit bland. Add some dirt, posters, plants, ... to it to break it up.

    The floor is pretty flat. If it's not already displacement, turn it onto displacements and add very small deviations.


    [Blocked Image: http://static.mapcore.org/uploads/monthly_02_2014/post-31085-0-82474400-1391879296.jpg]


    The awning/porch roof to the right lacks a sense of good construction. I'd suggest turning the bottom side into a wooden texture and adding some extra support to it, so it makes sense (roof tiles can't stay in place by themselver ). That blue plaster wall corner could use a smoothing group as well, it'll look a lot better.


    [Blocked Image: http://static.mapcore.org/uploads/monthly_02_2014/post-31085-0-05035300-1391879311.jpg]


    Same thing as in picture 3, that white wall is a littel bit bare. Could use some stuff to break it up (ie: windows, support beams, vines, cracks, dirt, ... ). The benches on the right look a little out of place, there are some stock better ones that would fit the scene better.

    Some of the wall textures don't fit together (especially the dark brownes in the back and the brick ones which have an industrial theme to them in the way you used them).


    [Blocked Image: http://static.mapcore.org/uploads/monthly_02_2014/post-31085-0-66378500-1391879314.jpg]


    The tunnel is quite bare. Add some trims to make it more interesting. Take into account player readability too, it's a bit dark now. Adding a light source to it will not only improve readability, but also will draw players' attention to it (I assume it's a route or is the SUV blocking the path?).

    For the balcony, same as before, add some support to it and perhaps move the window/door above it a little bit down, so it looks like it's a doorway to the balcony.


    Lastly, the map could greatly benefit from a nice 3D skybox. It'll make the transition to the lowres 2D skybox a lot smoother, as it is now kinda abruptly (?).


    I hope any of this was helpfull, keep at it!

  • ics
    • February 15, 2014 at 7:13 PM
    • #8

    Thanks for the feedback. You gave me some ideas i can make use of. I have also released another update to the map, so the screenshots do not represent the current state of the map no longer. There are more details in parts but not everywhere. I'll see what i can do!

  • ics
    • February 16, 2014 at 10:43 PM
    • #9

    So i did a revision update where i incorporated the things mentioned here and elsewhere. Thanks to Squad for bringing some of the things into my knowledge that i didn't even consider before. I wanted to put out new screenshots but since the Steam workshop fails to give me onlt error "file upload failed: 2", i cannot do that. So i'll just update the screenshots on the first post. Thanks again.

  • ics
    • April 12, 2014 at 7:16 PM
    • #10

    Basically yesterday i released the latest and propably final version of the map, if nothing major comes up. Since my last post, i've done a quite large overhaul with the past few updates and tuned up the map as far as i can. I cannot think of anything else i should change, so i'm moving on to other projects and keep an eye if someone has something constructive to add in the future that i can make use of.


    So, here... we... go http://steamcommunity.com/sharedfiles/fi…s/?id=225052203

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