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[CS:GO] de_stars

  • tchick
  • May 31, 2015 at 7:09 PM
  • Tomato
    • April 1, 2016 at 7:32 PM
    • #41

    Definitely gonna try the new version out.

  • Freaky_Banana
    • April 1, 2016 at 9:40 PM
    • #42

    I noticed a few things in the workshop version:

    There are a few nodraws visible when going to A from CT. Also on the same route the rope blocking the small area with the crates is nonsolid.

    Haven't had an indepth run around the map, but I like the look of the bombsites. Otherwise I feel like the whole thing was rather bland compared to before.

  • Lykrast
    • April 2, 2016 at 7:52 PM
    • #43

    I've looked around in the workshop version, and I have to say it looks really good and I can't wait to see its final version. However, I must also point out that the nav mesh didn't seem up to date (some areas of the nav mesh were like it generated around a prop that isn't there), and also that the map is huge and has a lot of pathways, which kinda makes it not that intuitive to navigate (although that's maybe my fault, since I prefer small compact maps).

    Just hoping that there'll be a playtest of this, just to get a good feel of it, as I feel like this is the kind of map (open with large areas) where bots won't do any justice to it.

  • Rumblie
    • April 4, 2016 at 12:06 AM
    • #44

    Hey tchick ! I would love if you could post the raw files of the awesome posters so I can hang them up on my wall :D that would be fing sweet :D

  • Vorontsov
    • April 4, 2016 at 10:33 AM
    • #45

    I don't think you need the raw .PSDs for that

  • tchick
    • April 4, 2016 at 12:00 PM
    • #46

    Hi :) Thank you all for your feedback! Freaky_Banana Indeed, I removed a lot of unnecessary stuff (mostly props from old CSGO maps which are not at the right level of quality in therms of modeling and texture), I will redo those props myself. Visually speaking, I don't want the map to look like a generic industrial level, instead I'm aiming at something that will look like a cross between Cruise/Workout/Zoo/Santorinin (with my own touch!) which means I have a LOT of props and textures to make. Lykrast Yes, I think I may have paked the wrong nav file :> Rumblie Here are the original files : http://imgur.com/a/uX0a4 The quality is crap, I made them as placeholders for the map, I used textures and screenshots from google, do whatever you want with them, but dont sell them, don't use them in something you will sell bla bla bla, I might get into trouble :P P.S.: I read an article somwhere about "the art of emptyness" (I think it was posted by FMPONE on twitter... not sure, can't find it), on how to make a level look better and more interesting without adding more stuff... If someone knows what I'm talking about, please relink it to me /emoticons/[email protected] 2x" style="vertical-align:middle;border:0px;color:rgb(39,42,52);font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;font-size:14px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:22.4px;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;background-color:rgb(255,255,255);" title=":P" width="15" />

  • Rumblie
    • April 4, 2016 at 8:12 PM
    • #47

    @tchick Thank you soo much dood, they are perfect I think I'm going to print out the global elite and lord of the ping. I'll post pictures when I'm done :D Don't worry not going to sell any ;)

  • biXen
    • April 6, 2016 at 3:28 PM
    • #48

    I think you are referring to the art of negative space, which is quite common topic for designers.

    http://www.gdcvault.com/play/1020169/T…f-Nothing-Using

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