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[CSGO] de_cargo

  • Lizard
  • April 8, 2015 at 9:17 PM
  • Klems
    • May 19, 2015 at 8:24 PM
    • #61

    I don't see any differences to be honest, it's not like you changed the time of the day or setting or something like that. You're going to need more than that if you want to fix your color palette.

    You can use post-processing for such small changes anyway


    I prefer the last two screens, brighter is better. I'd use small constant lights to simulate radiosity if it's getting too dark in some places.

  • Lizard
    • May 20, 2015 at 5:28 PM
    • #62

    Thank You for your opinions. I will post workshop link to _beta1 probably today.
    This is what I got for now:
    [Blocked Image: http://i.imgur.com/p64WuYM.jpg]

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

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

    [Blocked Image: http://i.imgur.com/7gQsinL.jpg]

    [Blocked Image: http://i.imgur.com/YzKJn67.jpg]

    [Blocked Image: http://i.imgur.com/n3rnSG7.jpg][Blocked Image: http://i.imgur.com/CGM5wXB.jpg]

    [Blocked Image: http://i.imgur.com/g2htgaB.jpg]

    Hope you guys like it !

  • Lizard
    • May 23, 2015 at 1:39 AM
    • #63

    Finally after 2 days of fighting with it.

    I present you de_cargo_b1 !

    Hope you guys like it. Pls report any bugs and glitches.


    If RLZ accept my submit we will be testing it on 26.05 .


    Workshop link:

    http://steamcommunity.com/sharedfiles/fi…s/?id=447345869

  • Vaya
    • May 23, 2015 at 9:48 AM
    • #64

    It's very pretty but I think it's way too 'boostable' at the moment

    Also any unclimbable ladders- make it so it's very clear you can't climb them.

  • DooM
    • May 23, 2015 at 1:43 PM
    • #65

    Just some quick feedback:

    You should put some wood over this ladder to make sure people know they can't climb it.

    [Blocked Image: http://i.imgur.com/JRmbxg4.jpg]

    This door could be overlooked, it seems hidden behind that signal box. (There's also a newer version of this prop you might want to check out)

    [Blocked Image: http://i.imgur.com/Qe8NATB.jpg]

    There's this horrible angle in A, which is OP for CTs.

    [Blocked Image: http://i.imgur.com/4U2GKQW.jpg]

    This small area seems difficult to check, as well as being difficult to read due to the amount of clutter in that area.

    [Blocked Image: http://i.imgur.com/AJhb4J2.jpg]

    A small complaint, this bucket is solid and you can get stuck on it really easily.

    [Blocked Image: http://i.imgur.com/Wt5cRvs.jpg]

    This angle from the inside of A, could be an issue late round for if Ts want to rotate through mid, CTs can play this angle and cut off the rotate very quickly.

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

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

    Ts have this angle into mid, which seems a little broken seen as though you can't see the window prop.

    [Blocked Image: http://i.imgur.com/wkA4Vq2.jpg]

    B site seems really open when trying to plant, with the large fuel tank for cover, but you can still be shot from CT main (2nd image) which is where CTs will likely rotate to first.

    [Blocked Image: http://i.imgur.com/8ZD42Sc.jpg]

    [Blocked Image: http://i.imgur.com/SJE3j2H.jpg]

    This large roof near B site also seems to not be no-drawed? I'd probably no-draw this for optimisation sake.

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

    This boost on A seems to undermine the whole of A main, it could allow for Ts to be picked off while setting up smokes and allow for CT to play aggressive easier.

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

    This area also has a horrible head-peek too.

    [Blocked Image: http://i.imgur.com/UbKNw5w.jpg]

    Mid has a head-peek as well, which could be a problem if T want mid control.

    [Blocked Image: http://i.imgur.com/3sELSEU.jpg]

    Map looks really good and is way better than the older version.

  • Lizard
    • May 23, 2015 at 4:07 PM
    • #66

    Thank You for your feedback. I will take notes and fix everything after first playtesting to avoid version problems

  • Vaya
    • May 23, 2015 at 4:11 PM
    • #67

    dude you should really do it before so the same points aren't reiterated. I always post and fix my map before a playtest to get the easy/obvious issues out of the way.

  • Lizard
    • May 23, 2015 at 4:20 PM
    • #68

    I don't like to work this way. There could be situation where 10 out of 11 players like something about the map that one player disliked. I'm not talking about some obvious things like those ladders or visibility issues. You have my words that everything will be fixed in next version. I want to take some break before next version.

  • Vaya
    • May 23, 2015 at 4:32 PM
    • #69

    okay, it's your workflow looking forward to the playtest

  • Lizard
    • May 26, 2015 at 6:27 PM
    • #70

    Hi guys !

    Thank to you I was able to track down a lot of issues. I decided to fix those before playtesting today. However there are few ones that I'm fully aware (and sorry)
    The truck on B is fully clipped. I used bombblock texture to block bomb for going under the truck. It turns out that this texture block bullets, nades and also a player (love you Valve).
    Also I made a stupid decision clipping door frames so players can't jump on it. This is the result:
    [Blocked Image: http://i.imgur.com/nRFiDet.jpg]

    Also those crates are not clipped:
    [Blocked Image: http://i.imgur.com/uLu05zF.jpg]

    I'm not aware of any other issues at the moment so please take screens while playtesting and report them via mapcore plugin.

    Here is link to _b2 :

    https://www.dropbox.com/s/etkp03bvvetu…rgo_b2.bsp?dl=0

  • Lizard
    • May 27, 2015 at 7:08 PM
    • #71

    Thank You guys for last playtest.
    I currently working on fixing little things and trying to implement your ideas.
    This is what I have for now:
    http://imgur.com/a/UxeFF

  • DooM
    • May 27, 2015 at 7:43 PM
    • #72
    Quote from LizardPL

    *Some text*

    On that last image, what exactly have you done, did you remove the jumpy wall thing?

  • Lizard
    • May 27, 2015 at 7:57 PM
    • #73
    Quote from DooM

    On that last image, what exactly have you done, did you remove the jumpy wall thing?

    You can't just solo jump there. You need a buddy to boost you and also downed the fence.

  • DooM
    • May 27, 2015 at 9:14 PM
    • #74
    Quote from LizardPL

    *text*

    Also regarding this area, I was in ts with Jackophant and we decided that A was way to difficult for Ts to take, and that Ts should have another entrance to the bombsite.

    I suggested this. I don't know if it would work, but it could be interesting.

    You could cut off this garage making it a little smaller.

    [Blocked Image: http://i.imgur.com/l8QBezM.jpg]

    And add a route here:

    [Blocked Image: http://i.imgur.com/mgnI6Ml.jpg]

  • Lizard
    • May 28, 2015 at 1:02 PM
    • #75

    I made some changes today.
    [Blocked Image: http://i.imgur.com/NxU4Hv8.jpg]

    [Blocked Image: http://i.imgur.com/sDqHFH2.jpg]


    [Blocked Image: http://i.imgur.com/BXNLk1F.jpg]

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

  • Lizard
    • May 29, 2015 at 10:34 PM
    • #76

    Hi guys. I will be releasing Cargo next week. I fixed a lot of bugs that you reported and I still working on optimising.

    Here is a change on bombsite A that Doom suggested.
    A is now wider and more open for pushes.
    [Blocked Image: http://i.imgur.com/XD4azM5.jpg]http://i.imgur.com/lSigZ6A.jpg


    I will be making some playtesting on Monday on my server (I don't want to waste a slot) . If anyone would like to play just PM.

  • Lizard
    • June 3, 2015 at 6:54 PM
    • #77

    Hello !
    I made some major changes based on @Fnuggi feedback

    • Changed entry position to warehouse near bombsite B to avoid long sightline. Now T can set up smokes more safer.
    • Also whole area near this warehouse is smaller due to garage being moved towards T spawn.

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

    [Blocked Image: http://i.imgur.com/SCfWy6V.jpg]

    • Added a pillar in warehouse near bombsite B (Ct side) so T defending bombsite can no longer spot CT coming from CT respawn.

    [Blocked Image: http://i.imgur.com/5IjRUOU.jpg]

    [Blocked Image: http://i.imgur.com/v8P6ZQU.jpg]

    • Added a big crate in truck.

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

    • Extended the cover on bombsite A.

    [Blocked Image: http://i.imgur.com/SPSY3gc.jpg]


    I will update workshop version today.
    Regards!

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