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[CS:GO] de_sirius

  • El_Exodus
  • June 18, 2014 at 9:02 PM
  • jackophant
    • October 15, 2015 at 12:05 PM
    • #21

    Changes look good, but just a couple of things...

    1. Angle from A through in to long looks a bit OP.
    2. B short balcony has nasty angle through on to bombsite. Very strong after plant position.
    3. Orange dev fence around tree on A allows people to shoot through it, so the head peek still exists.

    Mid feels much better :D

  • El_Exodus
    • October 15, 2015 at 5:02 PM
    • #22

    As i already told you, i worked on these things you pointed out. I hope the adjustments worked out. You can see some before/after screenshots here: http://exodus-devblog.blogspot.de/2015/10/small-adjustments.html

    Didn't update the Workshop version with the new tree area, yet.
    Edit: Workshop version now updated

  • El_Exodus
    • October 15, 2015 at 9:08 PM
    • #23

    Thanks to all of the people who joined todays playtest. I'll analyze the feedback in the next few days and will make changes depending on it. If you want to add anything to the feedback, it's very appreciated :) Lots of work to do now.

    Edit: Feedback analysis: http://exodus-devblog.blogspot.de/2015/10/10vs10…t-feedback.html

  • El_Exodus
    • October 25, 2015 at 3:19 PM
    • #24

    Alright, it's been 10 days. I made a lot of changes which are covered in the most recent blog post if you are interested.
    http://exodus-devblog.blogspot.de/2015/10/layout…10-mapcore.html

    The workshop version got also updated to the most recent version.
    http://steamcommunity.com/sharedfiles/fi…s/?id=535066567

  • jackophant
    • October 26, 2015 at 10:09 AM
    • #25

    Changes look like that solve a lot of what was discussed, however, due to the crossover nature of the CT side of A entrances, I would very much highlight that the larger entrance is for A, and to not highlight the narrow upper route as an entrance in to prevent confusion.

    I look forward to the next playtest

  • El_Exodus
    • October 26, 2015 at 1:38 PM
    • #26
    Quote from jackophant

    Changes look like that solve a lot of what was discussed, however, due to the crossover nature of the CT side of A entrances, I would very much highlight that the larger entrance is for A, and to not highlight the narrow upper route as an entrance in to prevent confusion.

    I look forward to the next playtest

    [Blocked Image: http://i.imgur.com/dglnFKO.jpg]

    Better? :D

    Would you suggest another 10vs10 or jump directly to a 5vs5?

  • Vaya
    • October 26, 2015 at 1:43 PM
    • #27

    imo always 10vs10 first with a build just so you don't find something stupidly broken

    OR

    have one of those local server run arounds. Bring @Fnuggi as he's like jesus of exploit finding.

  • El_Exodus
    • December 1, 2015 at 3:00 PM
    • #28

    Not really big progress, but i'm trying to sort out, how i'm going to detail the non-playable areas of the map. So here are some dirty and poor displacements surrounding T-Spawn. Still like the screenshot :>

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/402306883451771925/18DB45AB4E68D8246BEB1EDEE9BACB400523CBE9/]

  • Recki
    • December 5, 2015 at 6:16 PM
    • #29

    Wow, looks amazing!

  • El_Exodus
    • January 18, 2016 at 7:07 PM
    • #30

    Playtest soon™ :v

    [Blocked Image: http://i.imgur.com/bLP2UbG.jpg]

  • El_Exodus
    • January 23, 2016 at 3:28 PM
    • #31

    The map has been submitted to be tested tomorrow. Hopefully the changes paid off. The radar should also have a much better readability than in the playtest back in October.

    Screenshots+radar:

    Quote

    [Blocked Image: http://i.imgur.com/6BZdmvY.png]

    [Blocked Image: http://i.imgur.com/NEXgQLv.jpg]

    [Blocked Image: http://i.imgur.com/sT9uiUF.jpg]

    [Blocked Image: http://i.imgur.com/EcsRlp3.jpg]

    [Blocked Image: http://i.imgur.com/Bp5p2WX.jpg]

    [Blocked Image: http://i.imgur.com/zY0BKNO.jpg]

    [Blocked Image: http://i.imgur.com/cYTCQwN.jpg]

    [Blocked Image: http://i.imgur.com/gu1G5Rc.jpg]

    [Blocked Image: http://i.imgur.com/ppjSfuE.jpg]

    Display More
  • El_Exodus
    • February 5, 2016 at 7:47 PM
    • #32

    I created a custom skybox for the map. No idea if it's final or not. Pretty happy for the first try. :)

    [Blocked Image: http://i.imgur.com/TV5Fro4.jpg]

    http://imgur.com/a/XHgBX

  • Squad
    • February 5, 2016 at 7:54 PM
    • #33

    Love the env_sun in this one ;)

  • tomm
    • February 5, 2016 at 7:54 PM
    • #34

    looks amazing, any good resources on how to get something similar?

  • El_Exodus
    • February 5, 2016 at 7:57 PM
    • #35
    Quote from Squad

    Love the env_sun in this one

    Thanks again for helping :D

    Quote from tomm

    looks amazing, any good resources on how to get something similar?

    http://planetside.co.uk/products/download-terragen-3/

    https://developer.valvesoftware.com/wiki/2D_skybox

    https://developer.valvesoftware.com/wiki/Skybox_(2D)_with_Terragen

    These links and fiddling around in the program. I didn't get the render script to work. Typed in the values manually.

    Edit: Free version is limited to 900px renders. I upscaled them to 1024 afterwards. Worked out fine :)

    Late Edit: Psyrius made a great tutorial about this! https://migrationtest.mapcore.org/topic/19547-tu…kybox-for-csgo/

  • El_Exodus
    • November 29, 2016 at 8:32 PM
    • #36

    Didn't work on this map for ages.. :( Just did a bit today, to get back into it. Maybe there will also be another playtest in 2016. There were some rather big layout changes this year. We'll see. It's about damn time i get this map done.

    [Blocked Image: http://i.imgur.com/UoS1iMY.jpg]

  • SirK
    • November 30, 2016 at 9:28 AM
    • #37

    Looking good!

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