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[CSGO] De_Urakka

  • Dosentti
  • April 16, 2015 at 2:19 PM
  • Vaya
    • May 4, 2015 at 10:52 AM
    • #21

    Screenshots look like it's heading in the right direction. I'll run around in it tonight

  • Vaya
    • May 4, 2015 at 7:05 PM
    • #22

    much improved imo. A couple clipping issues near T spawn (can run right along wall) and the bombsite at A has way too many spots to check (see screenshot posted on steam)


    Have you tested the chokes?

  • Dosentti
    • May 4, 2015 at 9:54 PM
    • #23
    Quote from Vaya

    The bombsite at A has way too many spots to check (see screenshot posted on steam)


    Have you tested the chokes?


    Still too many spots? which ones should I remove? I already removed a lot of different angles.

    I tested the chokes roughly yes, but I have to wait for playtest to see the results better. The current chokes are now right where I wanted them. They look like this atm.

    [Blocked Image: http://i.imgur.com/7Xop9JS.jpg]

  • Vorontsov
    • May 4, 2015 at 10:24 PM
    • #24

    Not ugly at all, just very blocky and open

  • Dosentti
    • May 4, 2015 at 10:53 PM
    • #25
    Quote from Vorontsov

    Not ugly at all, just very blocky and open


    would you mind telling me what do mean with blocky? I'm new with these things so I don't know terms very well yet

  • TheOnLY
    • May 4, 2015 at 11:33 PM
    • #26

    I think he means that most wallswalls are aligned to the grid, so they are either forming a rectangular angle with other walls or run parallel to them

  • Dosentti
    • May 5, 2015 at 8:15 AM
    • #27

    Okay, is that something I should try to fix or is it just unusual for map to be like this?

  • Vaya
    • May 5, 2015 at 8:34 AM
    • #28

    [Blocked Image: http://i.imgur.com/D22bWhv.jpg]


    See here. I would remove 1-2 windows and replace with one bigger one. Remember - layout first, realism second.


    you can board up windows too. See Mid warehouse on cache.

  • Dosentti
    • May 5, 2015 at 5:32 PM
    • #29

    Okay. I thought I was clever to block one windows with the closet door, but I guess that isn't enough.

    let's see what I can do with it.

  • Dosentti
    • May 18, 2015 at 3:57 PM
    • #30

    Okay.. So now I have changed the middle, a-house and the route through piggery to B-long.

    The workshop file will be updated in few minutes..

    [Blocked Image: http://s17.postimg.org/5xpodp7h7/2015_05_17_00004.jpg] [Blocked Image: http://s17.postimg.org/4l7zbta1n/2015_05_18_00001.jpg] [Blocked Image: http://s17.postimg.org/5owp1ik2j/2015_05_18_00002.jpg] [Blocked Image: http://s17.postimg.org/c3vpy6qsb/2015_05_18_00003.jpg] [Blocked Image: http://s17.postimg.org/3znltg4d7/2015_05_18_00004.jpg] [Blocked Image: http://s17.postimg.org/gltfcjhgb/2015_05_18_00005.jpg] [Blocked Image: http://s17.postimg.org/um02if8kb/2015_05_18_00006.jpg]

    Please share your thoughts. Better or worse?

  • Vaya
    • May 18, 2015 at 4:16 PM
    • #31

    Looks much better..Not sure about the texturing though, I take it most of it placeholder rather than final?


    Lighting and layout looks better

  • Dosentti
    • May 18, 2015 at 4:35 PM
    • #32

    Which part of texturing looks most messy? As you may have noticed I don't have very good eye with textures..

    What kind of textures should I use?

  • ShockaPop
    • May 19, 2015 at 6:00 AM
    • #33

    I think it's funny that still to this day, you'll insta-notice when there's a finnish map maker around (hint: they use finnish words for map names).

  • Vaya
    • May 19, 2015 at 7:30 AM
    • #34
    Quote from Dosentti

    Which part of texturing looks most messy? As you may have noticed I don't have very good eye with textures..

    What kind of textures should I use?

    I think smaller brushes would be better- and splitting up areas so it's not one giant texture

  • Dosentti
    • May 19, 2015 at 4:49 PM
    • #35
    Quote from SotaPoika

    I think it's funny that still to this day, you'll insta-notice when there's a finnish map maker around (hint: they use finnish words for map names).

    You are right my fellow finnish dude. Too bad I realized after publishing the first version that the name should be something else than "urakka" so now it's just confusing that the name is different than what the topic name is.

    Quote from Vaya

    I think smaller brushes would be better- and splitting up areas so it's not one giant texture

    Okay.. I'll make some changed in the textures and stuff and see if I get some sense to it.

  • Vaya
    • May 19, 2015 at 4:53 PM
    • #36
    Quote from Dosentti

    You are right my fellow finnish dude. Too bad I realized after publishing the first version that the name should be something else than "urakka" so now it's just confusing that the name is different than what the topic name is.

    Okay.. I'll make some changed in the textures and stuff and see if I get some sense to it.

    feel free to message me if you need more info

  • Dosentti
    • June 8, 2015 at 8:27 PM
    • #37

    It sucks that I don't have time and skills to make progress faster but here's few screen shots from the map after most recent changes.

    I changed mid route to B a little and I changed some textures and tried to focus on making some places to fit better..
    I also replaced the A long metal fence with rock fence and made kiln look older.

    I hope you guys check it out and comment what to change next.. I guess I'll continue with T warehouse and texturing. T warehouse looks so unrealistic.. but I'll see what I can do with it.

    [Blocked Image: http://i.imgur.com/BSWSThW.jpg][Blocked Image: http://i.imgur.com/G2lMW2a.jpg][Blocked Image: http://i.imgur.com/y6GZ12o.jpg][Blocked Image: http://i.imgur.com/aXDEv38.jpg][Blocked Image: http://i.imgur.com/2a2kIpD.jpg][Blocked Image: http://i.imgur.com/Pv2DWbj.jpg]

  • Dosentti
    • July 15, 2015 at 12:23 PM
    • #38

    Somehow image uploading isn't working.. Farm will be in playtest tomorrow if it gets accepted so here's link to new pictures:


    New pictures from de_farm

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