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[CS:GO] de_reato

  • ShockaPop
  • April 3, 2015 at 6:07 PM
  • ShockaPop
    • April 3, 2015 at 6:07 PM
    • #1

    A bomb-defusal map set in "Villaggio Generico" named town, somewhere near the border of France in Italy.

    [Blocked Image: http://i.imgur.com/T6rgwwe.jpg]

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

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

    [Blocked Image: http://i.imgur.com/rHBD5Is.jpg]

    [Blocked Image: http://i.imgur.com/pwTt9Pl.jpg]

    [Blocked Image: http://i.imgur.com/LfZq004.jpg]

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

    [Blocked Image: http://i.imgur.com/0YWkgPl.jpg]

    [Blocked Image: http://i.imgur.com/4H6kAuq.jpg]

    [Blocked Image: http://i.imgur.com/tpWDxt4.jpg]

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

    Simple and classic layout, lots of wallbang spots and some vertical gameplay too. Idea is to keep the sky as open as possible for tactical smokes and windows for flashbangs.

    I'll see if I can be arsed to fiddle with overview map today or tomorrow so I can then upload this thing to Workshop as the proper playtest version that actually has all the features I've wanted since.. forever (the map has changed from first versions so much!).

    Feedback and ideas or suggestions are welcome, as always.


    ---


    CSGO Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=354153562

  • flexsta
    • April 3, 2015 at 8:04 PM
    • #2

    Looks pretty nice, although i seems like you've used the jungle skybox, which might be a little odd considering there are no jungles in Italy and the mountains around the French/Italian border are the Alps which have snow covered peaks.

  • ShockaPop
    • April 3, 2015 at 8:12 PM
    • #3
    Quote from Nestakyo

    Looks pretty nice, although i seems like you've used the jungle skybox, which might be a little odd considering there are no jungles in Italy and the mountains around the French/Italian border are the Alps which have snow covered peaks.


    Yeah, I know. It just has been there since first version and didn't really care changing it because I wanted to focus on the other stuff first, I'm changing it at some point though.

  • GPuzzle
    • April 3, 2015 at 9:39 PM
    • #4

    Well, you could make it so it's an ex-colony somewhere on Central America. It'd be interesting, a change in how the map feels.

  • Muffin
    • April 4, 2015 at 3:17 AM
    • #5

    The map looks REALLY good. I can see the inspiration from Inferno as well. You should get this to playtest ASAP.

  • blackdog
    • April 4, 2015 at 10:40 AM
    • #6

    Oh this is the update to what we saw already, thought there were much more details!

    I like it, it is very rich and organic

    Keep it up!

  • catfood
    • April 4, 2015 at 11:20 AM
    • #7

    looks great so far. very believable

  • Drakeee
    • April 4, 2015 at 7:22 PM
    • #8

    Love it, inspirational

  • ShockaPop
    • April 4, 2015 at 7:30 PM
    • #9

    Updated first post with the link that's leading to some shady site that hosts the map file.

  • El Moroes
    • April 4, 2015 at 9:39 PM
    • #10

    Waw, it looks really good, I'll test it when I'll come back home.

  • Klems
    • April 5, 2015 at 12:11 AM
    • #11

    Good job! The theme is well executed, albeit a bit boring and unoriginal. We'll see after the texturing.

    How did you managed to add post-processing like that? I understand color correction (add a tonemap controller, start with -tools, colorcorrectionui ingame) but the bloomy thing (ala aztec) I don't know how.

    I liked the wallbangs, but I would change the materials for a softer surfaceprop, like wood. Unless you're using an AWP, thick stone wall are pretty much inconsequential in term of damages.

  • ShockaPop
    • April 5, 2015 at 7:20 AM
    • #12
    Quote from Klems

    Good job! The theme is well executed, albeit a bit boring and unoriginal. We'll see after the texturing.

    How did you managed to add post-processing like that? I understand color correction (add a tonemap controller, start with -tools, colorcorrectionui ingame) but the bloomy thing (ala aztec) I don't know how.

    I liked the wallbangs, but I would change the materials for a softer surfaceprop, like wood. Unless you're using an AWP, thick stone wall are pretty much inconsequential in term of damages.


    I got them from "aaa_environmentgallery_v1.vmf", which is vmf including entities and stuff for official maps' environment lighting/skybox settings.


    There is wood used actually, a lot of the wallbangs are. Those which are not, are supposed to make it less over-powered so you're not drilling through with every weapon available (at least not with too much damage).

  • Real_Goods
    • April 9, 2015 at 1:02 AM
    • #13

    This map is seriously a piece of art. So inspiring, but at the same time it got me thinking. Why do I even try to learn how to map when people are this good?

    Fanboyism aside:
    This is probably too early in the development process for these kinds of things, but I've found 2 exploits, 1 of them is not really an exploit but just a trick-jump that I thought I would inform you of. (Maybe you already know them... Who knows?)

    Trick-Jump:

    Quote

    [Blocked Image: http://i.imgur.com/qYlDX9T.jpg]

    I think it's actually awesome and I love these kinds of things, but I have no idea what kind of impact it has on the gameplay.


    Exploit:


    Quote


    [Blocked Image: http://i.imgur.com/cyBjT0p.jpg]This one is quite funny, once you get on the roof over there you can actually continue over another roof and get into the most OP positions of all time.
    As mentioned, maybe you already know of these, maybe it's not time for these sort of things in the dev process yet. Now you're informed, my job is done.

  • Muffin
    • April 9, 2015 at 2:54 AM
    • #14
    Quote from Real_Goods

    This map is seriously a piece of art. So inspiring, but at the same time it got me thinking. Why do I even try to learn how to map when people are this good?

    Fanboyism aside:

    This is probably too early in the development process for these kinds of things, but I've found 2 exploits, 1 of them is not really an exploit but just a trick-jump that I thought I would inform you of. (Maybe you already know them... Who knows?)

    Trick-Jump:

    Exploit:

    [Blocked Image: http://i.imgur.com/cyBjT0p.jpg]

    This one is quite funny, once you get on the roof over there you can actually continue over another roof and get into the most OP positions of all time.

    As mentioned, maybe you already know of these, maybe it's not time for these sort of things in the dev process yet. Now you're informed, my job is done.

    Display More

    Trick jumps are always nice

  • ShockaPop
    • April 9, 2015 at 5:59 AM
    • #15
    Quote from Real_Goods

    This map is seriously a piece of art. So inspiring, but at the same time it got me thinking. Why do I even try to learn how to map when people are this good?

    Fanboyism aside:

    This is probably too early in the development process for these kinds of things, but I've found 2 exploits, 1 of them is not really an exploit but just a trick-jump that I thought I would inform you of. (Maybe you already know them... Who knows?)


    Trick-Jump:


    Exploit:

    [Blocked Image: http://i.imgur.com/cyBjT0p.jpg]

    This one is quite funny, once you get on the roof over there you can actually continue over another roof and get into the most OP positions of all time.

    As mentioned, maybe you already know of these, maybe it's not time for these sort of things in the dev process yet. Now you're informed, my job is done.

    Display More


    That exploit is not supposed to be there. I just haven't clipped off areas and ledges and trims properly yet, will be getting rid of those as much as possible when the time is right.


    What comes to the "trick-jump"...

  • Drakeee
    • May 8, 2015 at 5:11 PM
    • #16

    Any update on this? It's fantastic looking

  • ShockaPop
    • May 8, 2015 at 6:32 PM
    • #17
    Quote from Drakeee

    Any update on this? It's fantastic looking


    Been trying some texturing and things, but not satisfied even remotely with anything yet, so nothing to show really. Maybe in few weeks I have something new to show.

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