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[CSGO][WIP] Venice

  • ozzion
  • April 9, 2015 at 9:50 PM
  • ozzion
    • April 9, 2015 at 9:50 PM
    • #1

    This is my map, de_venice. It's mostly dev textures and brushes at the moment.


    Here's the map file, packed with minimap and nav file (although all the bots kill themselves every round): https://www.dropbox.com/s/c67t2gk456rja3v/avenice.bsp?dl=0


    EDIT: I forgot to post the overview!


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


    [Blocked Image: http://i.imgur.com/Bl9AvAQ.jpg][Blocked Image: http://i.imgur.com/hpGRU94.jpg]


    More images in this album.


    You can post any other thoughts you had while playing here! I really appreciate it.

  • jackophant
    • April 10, 2015 at 1:04 AM
    • #2

    you've got a T spawn outside bomb site A and you've got a very OP angle from CT spawn all the way down mid at the 64 unit head level which urgently need fixing.


    A has a lot of long angles through it and CTs can watch entry almost from their spawn.

  • Muffin
    • April 10, 2015 at 5:29 AM
    • #3

    I agree with Jackophant. I think you should give T's room to work with and decent cover before actually being contested at the bombsites.

  • jackophant
    • April 10, 2015 at 9:59 AM
    • #4

    Also, why is the water solid and yellow?


    I don't know how it affects performance, but one huge brush as a water texture might cause problems. Can I suggest extending your buildings/floors/walls to the bottom of your map and build an actual waterway?


    It would look a lot nicer as well.


    You also have a little window on the way to B, but I'm not sure of the purpose? The closest I could come up with is that it's an after plant position.


    Again with A, I like the way Ts can split around it, and the sight lines are interesting but too OP atm. I would probably remove the upper balcony area, or at least bring it down much lower, around 100 units or so.


    I'd have given more at the time, but I was too tired

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