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[CSGO] de_gallery

  • Laysteel
  • July 14, 2015 at 11:31 PM
  • Laysteel
    • July 29, 2015 at 1:22 AM
    • #21
    Quote from DooM

    Can we get some sort of workshop link? I'd like to have a look at it in game to test some stuff out.

    Hi DooM!
    yeah im not too familiar with dropbox-link sharing stuff yet but tell me if this works - https://www.dropbox.com/s/0xwys9eut35i…allery.bsp?dl=0
    you can just download the bsp and put it in your csgo/maps folder :)

  • laminutederire
    • July 29, 2015 at 1:38 AM
    • #22

    Why playtesting it so late?

  • Laysteel
    • July 29, 2015 at 1:43 AM
    • #23
    Quote from laminutederire

    Why playtesting it so late?

    i sadly dont have anytime this week anymore and i think it would be best to do it on a weekend since more people are available (at least thats why i chose sunday)
    also im almost certain that i can attend the playtest myself at that date which is important.
    EDIT: you can download the map with the link above and give me info before we playtest the map now too though if you want :)

  • laminutederire
    • July 29, 2015 at 8:17 AM
    • #24

    I will try it. I asked because the sooner the better. Your map looks solid, so you won't get trashed like I did yesterday, but you'll find that they will exploit what is wrong with your map, for example flanking will be game breaking if it is possible. That way you have a valuable idea of what to change, and what's good :)

  • DooM
    • July 29, 2015 at 2:36 PM
    • #25

    Just some thoughts:

    Quote

    This crossfire between the connectors on mid is nice, It's nice for stopping B splits but I think CTs are too exposed to mid to actually use this angle, maybe close up the angles to mid and make them occur later up the connector if CTs want to play mid aggressively

    [Blocked Image: http://i.imgur.com/JQ6bM9P.jpg]

    This bare corridor leading to the A balcony should have some game-play elements to play around. CTs can self boost and rush aggressively onto the balcony thus meaning Ts should some way to punish this aggression something like B apps on mirage.

    [Blocked Image: http://i.imgur.com/DivNJi1.jpg]

    This angle through CT spawn is quite long it might not be an issue but could become one if Ts push out of the bombsite and try to flank.

    [Blocked Image: http://i.imgur.com/oyoUX6d.jpg]

    I think this curved wall could provide some issues if CTs boost someone up onto the balcony at B. You can't really peek a curved corner therefore if a CT decides to rush this area, killing him could be easy and not provide a worthy gamble for CT.

    [Blocked Image: http://i.imgur.com/zAsxGme.jpg]

    There's this angle from the CT stairs into the A connector which could be quite powerful.

    [Blocked Image: http://i.imgur.com/rQCqVUv.jpg]

    There's also another head-peek from the mid stairs to the window which also could be powerful.

    [Blocked Image: http://i.imgur.com/txWopeL.jpg]

    Display More
  • Laysteel
    • July 29, 2015 at 9:44 PM
    • #26
    Quote from DooM

    Hey DooM,

    Thanks for taking your time to give me this ( really quality) feedback, You are right with most of what you said and i can totally agree with you and will try to fix these problems.

    The one thing i think is up to playtesting though is the curved wall since i think it creates an interesting gameplay area, if people like it it will stay, if not you were right

    Those headshot angles are actually pretty easy to fix and i will do that so they are not apparent in the playtesting version.

    Can you explain furter on the crossfire situation? I dont think i quite get your point there... ( and some possible solutions to the problem?)

    I wanna thank you again for your feedback, have a nice day

    EDIT: the playtesting version will be a siglty refined version of the map with consideration of this feedback :)

  • DooM
    • July 29, 2015 at 10:42 PM
    • #27

    The whole idea behind the crossfire in mid is that if Ts kill the CT window or smoke it they pretty much have free reign of mid, this means to try and stop a split via a connector onto a bombsite could become taxing as well as keeping mid control for late round rotations. The crossfire basically allows for vision onto the opposite connector from where you are standing thus allowing for mid control to still be available but also allowing CTs to play aggressively to stop pushes. This also allows some tactical play to emerge.

  • Quotingmc
    • August 4, 2015 at 6:35 PM
    • #28

    Small think that may make a big difference. I think the main feature piece on B, the zig zagged pillar, should be changed I think it visually doesn't look as good or fit in with the rest of the map. Everything else looks impeccable.


    Also maybe increase the number or cube maps on some of the walls in mid. The lighting looks very blocky.

  • Laysteel
    • August 4, 2015 at 10:11 PM
    • #29
    Quote from Quotingmc

    Small think that may make a big difference. I think the main feature piece on B, the zig zagged pillar, should be changed I think it visually doesn't look as good or fit in with the rest of the map. Everything else looks impeccable.


    Also maybe increase the number or cube maps on some of the walls in mid. The lighting looks very blocky.

    Yes you are right, but for now the visuals are less important than the gameplay, if the layout fits and works out well i will defenetly get into the details but its not worth doing now. does anybody have an idea what i could do instead of the zic-zac pillar in B? this was just something that could have worked and has some space inbetween for crucial Grenades for both teams.

  • Quotingmc
    • August 5, 2015 at 2:38 PM
    • #30
    Quote from Laysteel

    Yes you are right, but for now the visuals are less important than the gameplay, if the layout fits and works out well i will defenetly get into the details but its not worth doing now. does anybody have an idea what i could do instead of the zic-zac pillar in B? this was just something that could have worked and has some space inbetween for crucial Grenades for both teams.

    Maybe a similar thing but smaller such as:

    http://www.hgdecoration.com/gallery/modern…re-artists2.jpg

    Still needs to be fairly square though to stop odd angles to shoot around in a very important area.

  • Laysteel
    • August 5, 2015 at 5:35 PM
    • #31
    Quote from Quotingmc

    Maybe a similar thing but smaller such as:

    http://www.hgdecoration.com/gallery/modern…re-artists2.jpg

    Still needs to be fairly square though to stop odd angles to shoot around in a very important area.

    Good idea. Maybe i can get some artistic statues in the map.

  • Laysteel
    • August 5, 2015 at 6:56 PM
    • #32

    Playtest of this map got resceduled to tomorrow the 6th of August, 21:00 CET

    I appreciate everyone that will participate and am excited to hear some opinions :D

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