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[CS:GO] de_keep

  • Guni
  • May 8, 2015 at 1:53 PM
  • Guni
    • May 8, 2015 at 1:53 PM
    • #1

    This project is currently a work in progress


    This is the alpha version of my new map, 'Keep'. I am currently looking for people to test it and run it on servers where I am able to get feedback on timings, pathways and strengths for each side.


    Keep is a castle themed map, with its themes and influence from cbbl and plans for its own custom content in the future. A shipment of nuclear arms are being smuggled in via the wine barrels and crates located in the keep. Terrorists must destroy one of two locations, the keep's wine cellar, or courtyard; where a recent festival was being held. Counter-Terrorists, aware of the imminent threat, have been dispatched to neutralize the threat and retrieve the Nuclear Arms.


    Workshop


    http://steamcommunity.com/sharedfiles/fi…s/?id=439198333



    Update Alpha 4 (13/07/2015)
    Alpha 4 Has Been Released - Changelog

    > A site had a rework and redesign.

    > Certain Prop's received Clipping's thanks to user feedback

    > B Site was redesigned in certain area's and balanced more for entry.

    > A & B Site received new prop placement and cover. Balancing stage is now upon us.

    > Began playing around with textures, props and geometery outside. Nothing final and was due to a lack of internet for the last month.

    > A lot of glitches and bugs fixed.




    Screenshots


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  • Drakeee
    • May 8, 2015 at 2:03 PM
    • #2

    I'll be honest, from the name I expected something really shitty. But this looks good


    Middle looks really long though

  • Muffin
    • May 8, 2015 at 6:33 PM
    • #3
    Quote from Drakeee

    I'll be honest, from the name I expected something really shitty. But this looks good

    Middle looks really long though

    I looked at the name and I was like nope nope nope. I clicked on the topic and was like oh...

  • MR_R3TR0MAN
    • May 12, 2015 at 10:25 AM
    • #4

    Love that "cobblestone" theme. Please reduce bloom effect, it is really annoying. And as for the hatch i'd prefer to make ladder instead boxes, because if you extremely in a hurry to bombsite A, this crates are extra obstacle. Good job, i think it will be perfect project!

  • Guni
    • May 13, 2015 at 11:30 PM
    • #5

    Updated the original post with the newest Update.

  • Vaya
    • May 14, 2015 at 2:15 PM
    • #6

    Looking forward to this one tonight. Mid looks a little flakey.boring to be honest but see how it plays

  • Guni
    • June 24, 2015 at 4:31 PM
    • #7

    So! I've returned from my holiday through Europe and I fixed up the map based on feedback and overall experience. The map still has elements from before but as far as layout and timings are concerned its very different.

    The map is smaller now, the ridiculous middle is now gone and has a more interesting mid to replace. As it's still all grey box, it isnt much to look at visually but I just want to finalize pathways and get to the point that I am happy with it and get going on the Art Pass processes.

    I will look at booking another play test soon and hopefully get some feedback on what sucks and what works.

  • Flora Canou
    • June 27, 2015 at 5:41 AM
    • #8

    The name really sucks...

  • Parkcityfan
    • June 27, 2015 at 11:45 AM
    • #9
    Quote from Sivealu

    The name really sucks...

    I think it's a good name, keep is really the best word for the tower in the map, and it's what the map revolves around, so it should be the name.

  • Guni
    • July 13, 2015 at 4:07 PM
    • #10

    Alpha 4 Released

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