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FongHuang [CS:GO Defuse]

  • Deathy
  • March 10, 2015 at 12:50 AM
  • Deathy
    • March 10, 2015 at 12:50 AM
    • #1

    Hello there fellow mapcorians,

    since I am having a serious take on this map (saying this at an early stage is pretty foolish), I will be using this thread to show some unregular progress of my CS:GO Defuse map.

    DE_FongHuang on the Workshop (current version a5)

    Screenshots of the updated, current version can be found down below or in the workshop.

    [Blocked Image: http://abload.de/img/de_fonghuang_a5_overvnksdh.jpg]

    [Blocked Image: http://abload.de/img/2015-09-24_00002arso4.jpg][Blocked Image: http://abload.de/img/2015-09-28_00004ujskh.jpg]

    [Blocked Image: http://abload.de/img/2015-09-28_00005bwses.jpg]

    [Blocked Image: http://abload.de/img/2015-09-28_00006bxsfy.jpg]

    [Blocked Image: http://abload.de/img/2015-09-28_00007t1sav.jpg]

    [Blocked Image: http://abload.de/img/2015-09-28_00008ljshf.jpg]

    [Blocked Image: http://abload.de/img/2015-09-28_00009vqsjz.jpg]

    Any comments regarding the layout/waypoints/gameplay are heartily welcome.

    For the final look, I am planning to have a modern, chinese, slightly dystopian look in a city, that is torn apart between old buildings being destroyed for replacement, buildings in construction and brand new, finished buildings. Hence the name FongHuang (which means Phoenix). Not sure about the 3d Skybox surroundings yet though.

    Theme research here:

    [Blocked Image: http://abload.de/thumb/theme_researchcmue1.jpg]

  • Muffin
    • March 11, 2015 at 1:09 AM
    • #2

    Bombsite A's timings are fine judging by your picture, but B timings are insane. Imagine getting one second to prepare before enemies rush in! I would lengthen the time it takes T's to get there by at least 2 seconds. Same with A site, but 2 seconds is "ok"

  • Deathy
    • April 6, 2015 at 12:31 AM
    • #3

    Alrighty mighty.

    Here's some progress, I have been running around for hours and optimising stuff, mainly gameplay-related changes.

    I have not tested it with a professional or even random crowd, just had some people running around have them say what they like or dislike about the layout and it was already very helpful.

    First of all, here's the workshop link. Feel free to look around and drop some critique:

    http://steamcommunity.com/sharedfiles/fi…s/?id=420386869


    "Booo, it's still covered in dev-textures."

    And I will have that until I have no reasonable doubts about the gameplay.

    Nonetheless, here are some screenshots (you can also see them on the workshop).

    Greetings,

    Deathy

  • Deathy
    • April 27, 2015 at 11:05 PM
    • #4

    Update on the workshop with new screens, some major (gameplay) changes and hopefully a mapcore playtest soon.

    I changed from orange to grey dev textures to have the map lit better for the time of crucial gameplay testing.


    http://steamcommunity.com/sharedfiles/fi…s/?id=420386869

  • Muffin
    • April 28, 2015 at 5:57 AM
    • #5

    Ran around about. Honestly not many first glance complaints. Just get a playtest running

  • Deathy
    • September 28, 2015 at 5:02 AM
    • #6

    Updated first post with new screenshots and the workshop entry as well. New map version (Alpha 5) is out now. Comments and critique are welcome!

    http://steamcommunity.com/sharedfiles/fi…s/?id=420386869

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