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ar_turnstile

  • Veeblur
  • October 12, 2015 at 4:27 AM
  • Veeblur
    • October 12, 2015 at 4:27 AM
    • #1

    Hi.

    ar_turnstile by Veeblur

    This is a CSGO gun game map. Love feedback if you've got it.

    http://steamcommunity.com/sharedfiles/fi…s/?id=451394404

    [Blocked Image: http://i.imgur.com/6jzW3DP.jpg]

    [Blocked Image: http://i.imgur.com/ljSmjXe.jpg?1]

    [Blocked Image: http://i.imgur.com/jm7ALKZ.jpg?1]

    [Blocked Image: http://i.imgur.com/EPdRdAS.jpg?1]

    [Blocked Image: http://i.imgur.com/cRqHgLy.jpg?1]

  • Quotingmc
    • October 12, 2015 at 7:10 AM
    • #2

    Woah, looks awesome! Me and mum friend are making an underground map, maybe we could talk?

    Also, love to see arms race getting some respect like it deserves.

  • m8nkey
    • October 12, 2015 at 2:29 PM
    • #3

    Level design looks solid and nice monochromatic navigation scheme. I'll check it out ingame tomorrow.

  • Single
    • October 12, 2015 at 11:22 PM
    • #4

    I ran around the map, overall I really liked the aesthetics! Good work. I had some feedback to offer.

    Overall I think that there are lots of low-resolution textures that could afford to have more pixels in them. One standout example is this directory:

    [Blocked Image: http://i.imgur.com/VM5F8hj.jpg]

    I can barely make out the words. This locker model as well:

    [Blocked Image: http://i.imgur.com/XEzuJM1.jpg]

    This may not matter for players desperately trying to avoid Negev, but I feel like it makes the map seem Playstation 2-ish.

    Though m_fastnobump 1 revealed that your floor textures are using normal maps, it really doesn't show. Adding/boosting the specular of the floor tiles, or increasing the amplitude of the normal map will go a long way. Your floor tile is one of your 'main' textures, you use it just about everywhere, as such, it should be showing off!

    Speaking of normal maps, your non-slip tiles should also be bumped map, because they look a bit silly flat:

    [Blocked Image: http://i.imgur.com/I67M8jZ.jpg]

    Lastly, I know that you're using a default 2D skybox here, but in my opinion, but changing the time of day/weather could work heavily in your favour.

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

    I can easily imagine seeing a night sky with neon buildings, or even better, rain coming down and landing on the glass! The rain would allow you to use rainy soundscapes as well, always exciting.

  • Rick_D
    • October 14, 2015 at 8:34 AM
    • #5

    Some nice suggestions from Single, contrasted lighting and wetness always looks nice.


    One thing I would note, is that there is a lack of smaller objects that help ground the level in reality - Valve's levels often have small props like flowerpots, buckets, brooms, pots and pans, hosepipes etc - things that help the player get an idea of the scale of an environment at a glance. Your level, probably through design choice, has a lot of large chunky shapes, so instead of suggesting you change the entire map, simply placing a few electrical sockets, switches, and using more reasonably scaled dirt decals in corners would help to give the level an accurate scale.


    crits aside, I really love the level. i wish valve would add Arms Race maps to operations ro provide a separate avenue to add them into the game!

  • jackophant
    • October 14, 2015 at 9:47 AM
    • #6
    Quote from Rick_D

    i wish valve would add Arms Race maps to operations ro provide a separate avenue to add them into the game!

    I imagine they would look for a way to monetise it, but as there isn't as much interest from the community playing arms race (apart from the "leader wallhack" situation) compared to full size operations, it hasn't seemed worth it?

    That and I can just imagine reddit when "Operation Arms Race" drops...

  • Veeblur
    • October 26, 2015 at 4:27 AM
    • #7

    Thanks for the crits and support! Updated the workshop with latest. Includes texture updates, some new models, lighting adjustments, more cubemaps, and tweaked cover placement. Planning on at least one more update.

    Here are some shots:

    [Blocked Image: http://i.imgur.com/yiAQScA.jpg?1]

    [Blocked Image: http://i.imgur.com/jkYTX3n.jpg?1]

    [Blocked Image: http://i.imgur.com/LOW1ER8.jpg?1]

    [Blocked Image: http://i.imgur.com/5LHGvGz.jpg?1]

  • Pampers
    • October 26, 2015 at 11:47 AM
    • #8

    You have high contrasted lines in the architecture and in the textures on the floor, walls and ceiling, leading your eyes everywhere. So you end up not focusing on anything special or important

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