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[CSGO] de_cargo

  • Lizard
  • April 8, 2015 at 9:17 PM
  • Vaya
    • April 25, 2015 at 12:58 PM
    • #21

    It looks great but now you have even more clutter right on the choke! you really should remove that scaffold as it's going to make A entries horrible. the damaged wall needs to be rebuilt in such a way it doesn't screw visibility too- something jack mentioned in the playtest.


    Just now you have 1-way visibility advantaging the defenders. AND on top of that you've added some props with metal railing to block shots...

  • Lizard
    • April 25, 2015 at 1:05 PM
    • #22
    Quote from Vaya

    It looks great but now you have even more clutter right on the choke! you really should remove that scaffold as it's going to make A entries horrible. the damaged wall needs to be rebuilt in such a way it doesn't screw visibility too- something jack mentioned in the playtest.


    Just now you have 1-way visibility advantaging the defenders. AND on top of that you've added some props with metal railing to block shots...

    What if I make this damaged wall bigger?

    EDIT

    Ok I made it a lot bigger and deleted scaffolding.

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

  • Vaya
    • April 25, 2015 at 1:21 PM
    • #23

    It's really about the size of the choke as any player that knows what they are doing will always stay close to the edges of the choke when peaking to minimize their hitbox


    think about how the areas I've circled would affect the gameplay.


    [Blocked Image: http://i.imgur.com/m7MEVlt.png]


    The issue is much more with head/torso height cover created with the brushwork than lower body stuff.

  • Bodd Jonar
    • April 25, 2015 at 1:29 PM
    • #24

    That brick that floats in the air in the middle there really needs to go! Otherwise I really like the width of the hole.

  • Lizard
    • April 25, 2015 at 3:00 PM
    • #25

    Ok I came up with something like this:
    [Blocked Image: http://i.imgur.com/2ZUQYvZ.jpg]

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

  • Vaya
    • April 25, 2015 at 3:02 PM
    • #26

    Looks much better imo.


    Have you fixed the timings?

  • Lizard
    • April 25, 2015 at 3:10 PM
    • #27

    Yeah timings are better now.
    Old timings:
    TT-> A= 10 sec

    CT-> A= 9 sec

    TT-> B= 8 sec
    CT-> B= 7 sec

    B -> A= 15 sec


    New timings:
    TT-> A= 10 sec

    CT-> A= 6.5 sec

    TT-> B= 10 sec
    CT-> B= 7 sec

    B -> A= 15 sec


    I just need to check for chokepoints now and tweak them again if needed.

  • DooM
    • April 25, 2015 at 3:25 PM
    • #28
    Quote from LizardPL

    Ok I came up with something like this:

    [images-snipped]

    I still don't really like that barbed wire on the concrete barriers, I feel it could reduce visibility maybe.

  • Lizard
    • May 5, 2015 at 10:46 PM
    • #29

    Some new screens!

    [Blocked Image: http://i.imgur.com/J8V2gCD.jpg]

    [Blocked Image: http://i.imgur.com/fCu63JG.jpg][Blocked Image: http://i.imgur.com/8l2rmpp.jpg]

  • Lizard
    • May 13, 2015 at 12:54 PM
    • #30

    Hi guys. I have some new screens for you. Map is almost ready for testing. I decided to remake bombsite B because a lot of people complained about it and it can be clearly see on heatmaps that people don't like it very much. I will more screens later.


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

    [Blocked Image: http://i.imgur.com/sr6HqvQ.jpg]

    [Blocked Image: http://i.imgur.com/Nx7fcch.jpg]

  • Vaya
    • May 13, 2015 at 1:15 PM
    • #31

    Do the screens above include a picture of bombsite B?


    Detailing looks great

  • Lizard
    • May 13, 2015 at 1:23 PM
    • #32
    Quote from Vaya

    Do the screens above include a picture of bombsite B?


    Detailing looks great

    Nope. I will post bombsite B later today

  • Vaya
    • May 13, 2015 at 1:47 PM
    • #33

    if you can post the updated overview too

  • DooM
    • May 13, 2015 at 7:21 PM
    • #34

    Looks a little bit grey? I would love to see some colour added and I think it would help the visuals greatly.

  • dsillman2000
    • May 13, 2015 at 7:52 PM
    • #35
    Quote from DooM

    Looks a little bit grey? I would love to see some colour added and I think it would help the visuals greatly.

    Yes, I agree. color could help. But remember, color isn't only aesthetic. It often plays a big part in the gameplay. Use bright colors/lights to direct the player which ways are actually paths and darken/dullify areas that are just dead ends.

  • Lizard
    • May 13, 2015 at 9:21 PM
    • #36

    This is how bombsite B looks right now.
    [Blocked Image: http://i.imgur.com/VVYc5FI.jpg]

    [Blocked Image: http://i.imgur.com/S0dohXY.jpg]


    I will agree about the colors. I tried my best to guide the player to mission objectives. Bombsites are quite distinguishing from the rest of the map. I also tried my best to keep color palette clean so player could feel the atmosphere just as I want him to. This is current state of the map: http://imgur.com/a/ZWWvn. Don't mind those black details. Regards!

  • jackophant
    • May 14, 2015 at 12:24 AM
    • #37

    It's crazy how quickly this is changing. It looks a lot better, but for the love of god, please remove all the barbed/razor wire from on top of the concrete barriers!


    B looks much more interesting for gameplay, but I find the site itself to be a little unbelievable. The overhang is far too low down to warrant having any vehicle refuel at that station and it's also unsupported which makes it look less real.


    Overall, good job

  • Klems
    • May 14, 2015 at 1:57 AM
    • #38

    It's shaping up nicely (and fast too!).

    On this screen http://i.imgur.com/8hHx6Hu.jpgmaybe the windows can be opened so you can throw grenades?

    It's a bit dull and grey, there are no dominant colors, but that's because of the theme. The theme itself is a bit too classic.

    More variations in height (3D skybox and on buidlings) would be nice?

    On this screen http://i.imgur.com/49DrfXj.jpgthe communist prop seems out of place, your map doesn't look "russian" at all.


    I'm nitpicking, I don't find much to say about it, I think it's great.

    Also, why cargo?

  • Muffin
    • May 14, 2015 at 6:52 AM
    • #39

    Yeah what Klems said. Some height variation in the buildings would be nice. And a detailed 3D skybox with towering factories and stuff that fit your theme would make it feel a tiny bit less generic.

  • Lizard
    • May 14, 2015 at 10:25 PM
    • #40

    To be honest about the theme. I came to the point where I had to decide whether to go. Realism or overall look. The map does not look nice when done realistic. So I need to find balance between them. There are some things that are placeholders for now. I need modeler who is whiling to make some 3d models for me.
    Today I already fixed few things based on your feedback. I opened those windows near bombsite b and rised overhang. 3d skybox will be the last thing to do for me.

    I chosed cargo because in the first version of the map bombsite A was a warehouse that had a big cargo on the platform. I found it easy to remember

    Here is _b05 version of the map that I uploaded for my friend. It's still only for gameplay purpose because detailing is not done yet and there are some bugs and glitches.
    http://steamcommunity.com/sharedfiles/fi…s/?id=442697402

    - No clip brushes

    - No bombsite A ( I forgot to turn on vis group before compiling)
    - Not fully detailed


    Regards!

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