de_strada
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I have been play your map, and its really have a good layout, it looks like simple & each both bombsite not too far. I really like especially on mid. I like B bombsite where the cover is not too much. Bombsite B on Inferno should like what you make, not too many corner : D
Cant wait for the update. I think this is gonna be my favorite map after de_dust2, and de_season.
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TL:DR I ran around the map but i havent played any comp matches, but middle control does not seem very rewarding to T's.
Even if the extra route to the second-mid area is beneficial, there is still no direct access to the elevated CT area (excluding boosting)
---If you are comparing the top of CT mid to the sniper box on mirage, note that it is only elevated because of underpass, and that it is also accessible from ladder room/cat (aka the connector to b)
Jungle technically is a sniper box connector, but its too exposed to A site to serve as a post-plant rotation route through mid(it would also remove importance from ladder room if was more concealed)---
If I were to change this I would add a wide route to snipersnest from B connector(that is exposed to site completely) and/or a one-way route to snipersnest from the squeaky area.
If you ever consider these changes, I know from experience that drastic layout changes like these are hard to come across. Maybe im just wrong.¯\_(ツ)_/¯ Im really impressed at all the help/critique you give to numerous other submissions (I lol'd at the "before jackophant has a fit" one)
EDIT:fyi in the sdk texture browser, when you search for the dev reflectivity% ones, the small square ones dont have any lines/text, just solid color(they all end with b ), i would recommend using those in the future
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Thanks for the feedback. I'll look into it, but we don't want to replicate mirage.
The smooth texture you talk is about is really about personal preference, and in this case I feel the smooth greys hide a lot of the detail. The lines give you a better idea of grounding and scale.
Thanks about the feedback, trying to lead by example

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Greetings all,
As we will be unable to submit Strada for the competition in a complete enough state we are officially withdrawing. The map will still be completed, but outside the scope of the contest.
Good luck to the rest of the participants, and may Hurg smile upon you all.
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Quote from jackophant
Greetings all,
As we will be unable to submit Strada for the competition in a complete enough state we are officially withdrawing. The map will still be completed, but outside the scope of the contest.
Good luck to the rest of the participants, and may Hurg smile upon you all.
Oh well. Still have high hopes for this map for a future operation. Any new screenshots?

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Oh no Jack why? It's always interesting the feedback of judges!
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Yes, please share some screenshots, i wanna see update from this map :sad:
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That's too bad
Looking forward to the updates. Good luck! -
Sad to hear
Keep at it -
Teaser shot:
[Blocked Image: http://i.imgur.com/f5ENcbO.png]
We've removed the window room, and are now experimenting with alternative routes to the roof. Trying to maintain the use of it while removing too many camping possibilities.
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Looks great so far. I already see that you're going to use some custom textures, but are you going to use any custom props? The map seems filled with stock assets right now. Also, it may be just me, but the lighting seems a bit off.
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Quote from Wrakk
Looks great so far. I already see that you're going to use some custom textures, but are you going to use any custom props? The map seems filled with stock assets right now. Also, it may be just me, but the lighting seems a bit off.
Thanks

We have no current plans involving custom props, but that doesn't mean we're ruling them out. My personal view is if the props we need are already available, why reinvent the wheel?
What do you mean by the lighting being off? Some props won't have been lit correctly due to incomplete optimisation as part of a semi-detailed map, but we're also trying to experiment with a more dusky lighting effect. Right now the 2D skybox may make things feel a little strange compared to world lighting.
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Quote from jackophant
Thanks

We have no current plans involving custom props, but that doesn't mean we're ruling them out. My personal view is if the props we need are already available, why reinvent the wheel?
What do you mean by the lighting being off? Some props won't have been lit correctly due to incomplete optimisation as part of a semi-detailed map, but we're also trying to experiment with a more dusky lighting effect. Right now the 2D skybox may make things feel a little strange compared to world lighting.
Yeah, I think it may be the skybox not really fitting with the actual lighting. Also I think its a tad bit too orange. And about the props - it just makes the map feel fresh and unique, instead of feeling like someone just made Inferno 2. You don't need to re-invent the wheel, just make a box and add a new crate texture onto it or something.
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Is this map still being worked on?
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180° On the theme?
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