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[CSGO] [WIP] de_wplant

  • Dosentti
  • November 24, 2015 at 6:28 PM
  • Dosentti
    • November 24, 2015 at 6:28 PM
    • #1

    Water Treatment Plant

    [Blocked Image: http://i.imgur.com/wxZ8L6u.jpg]

    Last summer I was working in telemarketing company and between phone calls I started to draw new layout. Now that I have created a fourth version of it, it's time to publish it here.
    Even though I have applied textures to everywhere already they are all going to change when I'll get into texture creating/modifying part.

    So the map is supposed to be water treatment plant and my plot for the map is very likely to be similar to this:
    "Activists have found out that there's nuclear thing going on at the local water purification plant. They are planning to blow up the main warehouse (A) or the nuclear containers (B)."

    Screenshots on imgur

    Workshop file

    I have gotten very little feedback for now but one thing that was said about the map that middle area can't stay like this and B bombsite has too many routes. And too many B-routes are caused by "2 middles".
    What do you think? I would like to hear feedback especially about the layout.


    In my own opinion the A site works pretty well as it is. And B I like also B main and for of B bombsite excluding B-house (connecting mid and b-site).

  • [N]awbie
    • November 24, 2015 at 7:26 PM
    • #2

    Could you provide a picture of the overlay?

  • Freaky_Banana
    • November 24, 2015 at 8:21 PM
    • #3
    Quote from [N]awbie

    Could you provide a picture of the overlay?

    I think you are talking of the overview. But judging only from the screenshots, I like distinct features of the map a lot (for example the rounded stairwell :3 ) but think that in total it's a bit too clean and unlinked. What I mean by unlinked is that some props and places feel random. Also by the screenshots I couldn't not have made out it was a water treatment plant. Oh and even if it was one I don't think the guys in charge would risk contamination of their water, by having huge nuclear thingys in there.

    But with a little polish the theme'll make for a good one.

    Cheers!

    PS: What's the dark grey texture on the 12th, 13th and 14th screenshot called ?

  • [N]awbie
    • November 24, 2015 at 8:24 PM
    • #4
    Quote from Freaky_Banana

    I think you are talking of the overview.

    Yup that's what I meant :D Could't remember the word..

  • Dosentti
    • November 24, 2015 at 8:26 PM
    • #5
    Quote from [N]awbie

    Could you provide a picture of the overlay?

    Omg.. how can I forget thing like that.. -.-'

    ofc.. added it to the original post.

    Quote from Freaky_Banana

    But judging only from the screenshots, I like distinct features of the map a lot (for example the rounded stairwell :3 ) but think that in total it's a bit too clean and unlinked. What I mean by unlinked is that some props and places feel random. Also by the screenshots I couldn't not have made out it was a water treatment plant. Oh and even if it was one I don't think the guys in charge would risk contamination of their water, by having huge nuclear thingys in there.

    PS: What's the dark grey texture on the 12th, 13th and 14th screenshot called ?

    Yep. well I haven't given so much though to the story, details and textures yet. I have just put them there so it would even little look like map so it would be easier to see enemies etc. I don't like greybox very much.

    that texture/textures is from agency and it's only temporarily there. There are metaltrim01 texture and metalpanel01.

  • Bodd Jonar
    • November 24, 2015 at 10:24 PM
    • #6

    I'm gonna be totally honest, I think your texturing is bad, it looks like a source game or worse. If I were you I would study alot of pictures from reality and try to use a better set of textures. The stone ground texture is horrible if you ask me.

  • Dosentti
    • November 25, 2015 at 7:35 AM
    • #7
    Quote from Bodd Jonar

    I'm gonna be totally honest, I think your texturing is bad, it looks like a source game or worse. If I were you I would study alot of pictures from reality and try to use a better set of textures. The stone ground texture is horrible if you ask me.

    Okay, which places are the worst apart from that stone ground? I haven't been studying texturing or even reading about it. But since I guess you know more about texturing, do you have any idea about articles or some other literature that I could read to learn some.

    I hope people will comment the layout now that we have all noticed the textures suck.

  • Vaya
    • November 25, 2015 at 1:32 PM
    • #8

    I'm not a fan of maps being too layered. Not much you can tell from the overview apart from that..might need a playtest.

  • Logic
    • November 25, 2015 at 1:57 PM
    • #9
    Quote from Dosentti

    I hope people will comment the layout now that we have all noticed the textures suck.

    I don't like the fact that there is both an upper and a lower "mid". Seems like the upper area is more than enough :)

  • [N]awbie
    • November 25, 2015 at 2:18 PM
    • #10

    Some feedback based on the overview.

    I think the vent-to-A route is alright as there's only one route to A that is accessible for terrorists without having to fight for it. Rest of the underground is pretty much useless so it could be deleted. You could also widen up the mid as it's very narrow with many tight corners.

    What are the timings like?

  • Dosentti
    • November 25, 2015 at 6:14 PM
    • #11

    I started remaking middle last night. I was thinking that I will keep ct side routes to A and B and both bombsites as they are right now but I'll remake the whole middle area and try to unite ramp-to-A route and UG-to-B route with one middle so that both sides would have Underground-to-plant entrance but you would have to run through open middle area if you would like to switch bombsite.

    Here's quick paint demonstration. Red arrows indicate some not so obvious entrances.
    [Blocked Image: http://i.imgur.com/DqfQdxA.jpg]
    Do you think this would be better?

    Quote from Freaky_Banana

    Also by the screenshots I couldn't not have made out it was a water treatment plant.

    This will also make the map look more like water purification plant. I will also modify some areas to look more like what it should be.

    And since textures sucked I made it full nodraw again and next publish will be dev texture version. It was very frustrating to watch the get replaced :@


    Quote from [N]awbie

    Some feedback based on the overview.

    I think the vent-to-A route is alright as there's only one route to A that is accessible for terrorists without having to fight for it. Rest of the underground is pretty much useless so it could be deleted. You could also widen up the mid as it's very narrow with many tight corners.

    What are the timings like?

    Timigs were pretty good imo. Ct had time to run to A doors while T had just passed the forklift. like around 11secs. On B bombsite the timings were made to be same as in cache. Like T could run to B main corridor while Ct could already peak to main (around 11 seconds too). I guess overpass was pretty much messed and I didn't actually even try it. But CT could open the door and run smth like 5 steps before T could peek from the window(smth like 9 seconds). And Tspawn to A site from Underground was approximately 14 secs and same to B via underground.

    So when it comes to timings I guess it was pretty good. But it was very hard to play with 2 middles.

  • Freaky_Banana
    • November 25, 2015 at 7:52 PM
    • #12
    Quote from Dosentti


    that texture/textures is from agency and it's only temporarily there. There are metaltrim01 texture and metalpanel01.

    Thanks a lot :) !

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