I would like to see this one progressed as a night map. would give the map a USP - as long as the playing area is kept well lit!
maybe something like this?
http://media.gettyimages.com/photos/gas-fla…ure-id117453187
I would like to see this one progressed as a night map. would give the map a USP - as long as the playing area is kept well lit!
maybe something like this?
http://media.gettyimages.com/photos/gas-fla…ure-id117453187
@Vaya that was the plan
go for it!
someone needs to show it's fully possible to make a nightmap with good vis.
Already seems very cool, but adding a little bit more detail would be nice, but i think this is already planned.
and i would really like to see a night map in Matchmaking at any given time
I've updated the workshop file if anyone wants to give it a run around and provide some feedback.
(I'll pretext this by saying I don't think I ever played the original- so if any of this stuff is a 'feature' of the layout feel free to ignore)
Good points, CT will get a little larger, specifically around the Garage. I'm looking to replace this with something better. I really want some areas to feel claustrophobic but not constraining; then open up to where it counts. The 1.6 versions CT spawn was much small and the truck use to be a building. (see image) I find the collision on the truck pretty good as the angles are sharp. And yes there will be a trick jump for CTs ![]()
[Blocked Image: http://tsarvar.com/maps/cs1.6/de_lite/3.jpg]
Ladder Room
[Blocked Image: http://i.imgur.com/SCpu9f6.jpg]
CT Spawn update
[Blocked Image: http://i.imgur.com/S9ZjRMI.jpg]
Wow, looks great. Just make sure to diversify the colours to make callouts easier. e.g "blue" or "red" are intuitive callouts. ![]()
What ever you do, please don't make it like newke (lots of little things poking out from walls that dont have clipping on them
)
Also, adding skylights on the ceiling with the combination of smoke stacks in the background would allow easier smokes and flashes, much like in de_season.
No more night setting or still testing the alternatives?
inside ladder room those pipes can u jump on each then trick jump to catwalk that would be sick asf*** looks amazing tbh maybe you should have some areas grungy and not so spic and spam as newk like some rust on pipes of older areas of the factory and of course have new area just a thought keep it up man!
@RealaxFourX workshop link is in 1st post. I try to update it weekly
Quote from cashed14 hours ago, cashed said: @RealaxFourX workshop link is in 1st post. I try to update it weekly
The workshop link doesn't work.
Quote from RealaxFourX4 minutes ago, RealaxFourX said: The workshop link doesn't work.
Try this one: http://steamcommunity.com/sharedfiles/fi…s/?id=632040311
Quote from cashed5 hours ago, cashed said: thx @El_Exodus
I gave it a look, sadly I didn't see the part I was interested the most, it didn't have those fancy textures, models
I had a run on your map and I have noticed, that there are many places, there is a huge fps drop. Usually on official competitive matches I manage to get 30-35 as average in your map I had from 120 to 22 fps. You should optimise this areas the most:
And why is there a huge playable space under your level? Seal it off as I doubt it would have any purposes.
hehe
I'm compiling in Cordon mode still. Optimization will be worked on when the art and layout are in good shape. Hence the bad performance. Ill get a compile up soon of the latest updates.
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