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[CSGO] de_richu

  • JustFredrik
  • December 22, 2015 at 12:47 PM
  • JustFredrik
    • December 22, 2015 at 12:47 PM
    • #1

    Rì chū is set somewhere in eastern asia

    Work in progress map by @JustFredrik

    workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=445608796

    [Blocked Image: http://i.imgur.com/IO3n5Pq.jpg]

    Screenshots of version a_6 [OUTDATED VERSION] imgur album: http://imgur.com/a/fdeEi

    Quote

    [Blocked Image: http://i.imgur.com/1FZEgaA.jpg][Blocked Image: http://i.imgur.com/5UbEU18.jpg]

    [Blocked Image: http://i.imgur.com/3ryUFw3.jpg]

    [Blocked Image: http://i.imgur.com/azjKU4Z.jpg]

    [Blocked Image: http://i.imgur.com/lDf3R1Q.png]

    Radar overview of version a_5 [OUTDATED VERSION]

    Quote

    [Blocked Image: http://i.imgur.com/0TUHgZJ.png]

  • jackophant
    • December 22, 2015 at 2:08 PM
    • #2

    Kinda glad you didnt go with shingmong. I don't know what it means in Chinese, but it sounds offensive in English :P

  • Quotingmc
    • December 22, 2015 at 3:07 PM
    • #3

    Is a lot of that models or insanely detailed brushwork?

  • Bodd Jonar
    • December 22, 2015 at 3:42 PM
    • #4

    The streets, holy shit.

  • JustFredrik
    • December 22, 2015 at 4:26 PM
    • #5
    Quote from Quotingmc

    Is a lot of that models or insanely detailed brushwork?

    alot of it is brushwork. It will be replaced with props in a later stage.

  • Psyrius
    • December 23, 2015 at 9:50 AM
    • #6

    I like the lighting :) Good job so far.

  • laminutederire
    • January 16, 2016 at 11:45 AM
    • #7

    Hey I'll upload screenshots later as I can't use my laptop at the moment.

    First of all, the map feels very neat and unique, so that's a good point and I'm sure it'll end up very pretty!

    As for the layout:

    I found one exploit in the garage, you could boost onto the little crates at the left when you enter as a T, then go up the door frame, then up to the beams and could unfairly hide there. It hasn't been ddisruptive considering where the room is but I feel like this could ruin some rounds from times to times

    For the gameplay, in mid, I think you should redesign a bit the T entry to upper mid, because there are a lot of tiny details which blocks their view, but a sniper can pretty much see all of them and shoot them. I'd make it "cleaner" in the sense that T's should see more easily Ct's camping there.

    Aside from that I liked mid!

    I liked appartements, but I did agree that you could rework a bit the drop zone so that it's safer, maybe make a second drop zone a bit far away from the site? Like on mirage for instance, you could have a rapid risky jump and a safer drop like behind the van.

    Other entry I liked

    As for the other bombsite it felt T spawn was discouraging going that way, because it was at the far right while other parts where in front of you in some way. I felt T's path were balanced, maybe a bit of over complications in the lower part but I didn't play that much there so I don't really know !

    Primarily I'd work on the CTs to mid platform on that site, I felt a bit claustrophobic up there because you don't really have room to move that much. However simply making it larger would hurt the balance of retakes so I don't know what I could suggest :/

    Hope it helps, looking forward to see how it will turn up!

  • JustFredrik
    • January 20, 2016 at 10:26 PM
    • #8

    FEEDBACK AND CHANGES AFTER 10v10 MAPCORE PLAYTEST 14/01/2016

    TL;DR: new version after the playtest, biggest changes are the reworked paths to the sites for both teams.____________________________________________________________________________________It was extremely exciting to have the first playtest ever on my map after working on it for a few months. And I was really glad over the amount of positive feedback that I got and it motivated me to work even more on the project. After the playtest some people stayed for a while discussing the map and the layout, and I’m really grateful to have someone to discuss the players feedback and how the playtest went. The things that I picked up during the playtest were:

    Quote

    -the amount of twisted pathways was confusing, frustrating and unnecessary.

    -Many players found B apartments awkward and not very interesting.

    -Ts felt as B was more favoured due to the fact that the B paths was right in front of the players and to go towards A they had to walk around the entire map.

    -Some players found upper mid A connector to be a bit cramped and awkward.

    Display More

    After the tweaking I decided it was time for version a8.

    Change log: a8 (with pictures)

    Quote


    -CTs spawn side has been reworked.


    [Blocked Image: http://i.imgur.com/ZwpHMZ0.jpg]

    [Blocked Image: http://i.imgur.com/t0zt2fx.jpg]


    -CT entry to B was simplified.

    -T side has been partially reworked to balance the attention between B- and A site.

    [Blocked Image: http://i.imgur.com/QtFz7UQ.jpg]

    [Blocked Image: http://i.imgur.com/Qq9qzFy.jpg]

    [Blocked Image: http://i.imgur.com/KHj7s3J.jpg]


    -Spawns has been moved to balance the attention between B- and A site as well as to improve timings. Ts and CTs now peek each other at the same time in both upper and lower mid.

    -blocked off blue room that served as path to upper mid for Ts and added a path outside of the building to improve on player guidance and make it easier to understand the layout.

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


    -One of the circled doors in upper A has been blocked off.[Blocked Image: http://i.imgur.com/aWHzc6A.jpg]


    -Blocked off the windows in B apartments and made the exit straight out instead of angled towards the site.
    -Added a small crate for CTs to peek into B apartments.

    [Blocked Image: http://i.imgur.com/nxbQo0L.jpg]


    -Added space in A connector to make it less awkward and cramped.

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


    -Added some detailing because I was tired of layout work and just wanted to have some fun.

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


    -Reworked spiral stair to B from T side (B main), to make it smoother.

    [Blocked Image: http://i.imgur.com/3RjZUuH.jpg]

    Display More

    Radar for version a8 and coparsion picture with old radar will be added during weekend 23-24/1/2016


    I think that while A site Isn’t bad. It isn’t interesting and fun either, except for the skill jump to upper. Don’t know what to do to improve it, please leave suggestions if you have any.

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