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heat2

  • mr.P
  • October 23, 2015 at 5:06 PM
  • mr.P
    • October 23, 2015 at 5:06 PM
    • #1

    soooo...

    been posting some pic in the wip thread the past few weeks and now its ready for a first release,

    +100 custom props, can't remember how many made it into the map since I had to cut a lot, a lot of them was made in Source2 hammer

    +90 custom materials, some were cut...


    anyways, here are some fresh screens + dl link, don't be shy with your feedback!


    http://steamcommunity.com/sharedfiles/fi…s/?id=540249181


  • will2k
    • October 23, 2015 at 5:10 PM
    • #2

    Awesome work buddy :)

    Captured the theme of a town in West bank/Gaza

  • Squad
    • October 23, 2015 at 7:48 PM
    • #3

    Congratz on the release! :)

    Looks great! I'll post some proper feedback later.

  • mr.P
    • October 23, 2015 at 8:31 PM
    • #4

    thanks lads

  • Bodd Jonar
    • October 23, 2015 at 9:37 PM
    • #5

    The map looks amazing, and it has a solid layout. Operation worthy.

    Grattis på releasen. ;)

  • Klems
    • October 24, 2015 at 5:32 PM
    • #6

    Dust theme how it should be done.

  • El Moroes
    • October 24, 2015 at 6:06 PM
    • #7
    Quote from Klems

    Dust theme how it should be done.

    Yeah I completely agree with you !
    This is working well, nice Job mr P. :)

  • mr.P
    • October 25, 2015 at 10:02 PM
    • #8

    good feedback from the mapcore playtest! thanks!

    so, had some yesterday to make some minor adjustments:

    - new layout, less cod, more classic (hopefully)

    - removed the guard tower and close by hesco barriers at A site (will hopefully make that small nook on the ct-side of A more useful)

    - tweaked the light exposure and bloom (still need to test it on a few other computers to make sure its not over bright)

    - added some $detail to tank and iron dome

    - various clipping issues (trees and stairs)

    - tweaked distance fade on a few props

  • mr.P
    • October 30, 2015 at 2:19 PM
    • #9

    did a playtest with /r/globaloffensive earlier this week, the feedback was great and really helped out, I still got ~8 more hours of demos to watch but the takeaway was T/CT timings to A; so decided to shuffle around A site a little bit, mainly decreasing CT timing and increasing T timing and adding some covers, the top of the hesco barriers is also reachable by a ladder on a new fuel prop,

    current placement of CT/T spawn is a little wip, I will probably redo T start to make it feel more unique, also going to open up mid a little bit more and add a balcony at B and some more covers on the streets, but that's for a future update

  • Vaya
    • October 30, 2015 at 4:02 PM
    • #10

    Enjoyed playing with you man. I was going to say (but forgot to post):

    • T path to A needs to be increased by about 2-3 seconds
    • add cover on A crossover for CT side and allow more consistent smoking
    • remove door handles on unopenable doors >:(
    • the bombsite decals look like they were drawn by a 4 year old with crayons :P
  • mr.P
    • November 3, 2015 at 8:53 AM
    • #11

    did some minor adjustments to the layout, the mid is more open, moved t spawn, added some platforms at B, made a few halls/streets more narrow...


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