Calamari (bomb/Defuse)Steam LinkThis map is highly based on the streets of Croatia, set in a coastal region with restaurants serving delicious food (hence the name is calamari). We are a team of two working on this map since last 2 months. Nearly half of the map is yet to be detailed. Then the other stuff like cubemaps, soundscapes, skybox etc will follow.
[WIP]De_Calamari (Final released)
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Already looking cool. Great use of custom props. Please post a minimap!
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Quote from Quotingmc
Already looking cool. Great use of custom props. Please post a minimap!
Here it is. Half of the map isn't detailed or textured yet. So rooftops don't have Nodraw right now. I've made some boundaries and directions to give a better idea. The red ones are the dead ends and the blue ones are things with a roof or a bridge over them
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It's so bright
do a proper compile? -
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Firstly, I don't think a fast compile has to do as much with the lighting as your colour / brightness values for the light_environment.
Secondly, that map looks tiny?
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Quote from jackophant
Firstly, I don't think a fast compile has to do as much with the lighting as your colour / brightness values for the light_environment.
Secondly, that map looks tiny?
Well, it takes 10-12 sec from spawns to the bombsites and the rotation time from site to site is 15 sec. Probably the layout is quite simple.
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Yeah, that seems OK, it's just a compact map then!
That bridge over mid route between A and B looks like a devastatingly flank though.
Have you got a playtest scheduled? It looks like it could be quite fun.
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Quote from jackophant
Yeah, that seems OK, it's just a compact map then!
That bridge over mid route between A and B looks like a devastatingly flank though.
Have you got a playtest scheduled? It looks like it could be quite fun.
I've applied for the Reddit playtesting and I would love to have it playtested here.. We've playtested it once on a personal server as well and made the changes according to it.
About that bridge, iit's really very risky to rotate via it. Players are easily spotted on it. 1 guy defending the mid can easily guard the bridge.
Could you please link me to the playtesting thread on mapcore?
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i really, really like the style of this map. Theme looks great, good mix of long and short range fights. I also find it very cool that you made a video for set smokes/molotovs and added vents for flashes and stuff, could be cool for the playtest

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Quote from GenoCide
On 4/6/2016 at 1:53 AM, GenoCide said: Version B4 released
I really like the new art direction with all the white stone instead of colored plaster that is more typical to western parts of Mediterranean Europe.
The areas surrounding site A are my favorite (I'm a sucker for trees and seaside green rolling hills :D)
Just a couple of quick notes:
You have some floating props (chairs/tables) in patio near CT spawn - screenshot 1
Some stone textures are extremely oversized and could use a slight scale reduction (screenshot 5-house with green shutters). If the texture is left at default scale of 0.25 then you might experiment with lowering it to around 0.15-0.2 then adjust accordingly.
Bomb site B has a lot of dark textures mainly black tile floor and black marble counter etc. It could use a bit of lighting up by using slightly lighter textures (check the new ones in de_nuke for example)
Keep up the good work

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Looks very nice
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i like those simple textures! really good map tbh!
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