de_contract
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Quote from Wrakk
He said under the screenshots that the props were created by Yanzl. I think they're from de_zoo, not sure though.
Yeah, looks like De_Zoo. No idea how he extracted them from the map, or if they're part of a publicly-available prop pack.
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Quote from Shima33
Yeah, looks like De_Zoo. No idea how he extracted them from the map, or if they're part of a publicly-available prop pack.
I'd imagine he most likely asked Yanzl but it is possible to extract textures/models/etc. from any map by loading it up in pakrat and saving the assets you want.
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Quote from VIOLATION
I'd imagine he most likely asked Yanzl but it is possible to extract textures/models/etc. from any map by loading it up in pakrat and saving the assets you want.
Quote from Shima33Yeah, keep at it with that style you've got! Looks really amazing.
Where did you get the rock props from? I could do with a few of those for my own maps.
They are from resort, they can be downloaded as a pack along with Yanzl's other assets in a thread in the work release section. On the thread it says they are fine to use with credit and I double checked with Yanzl via steam before posting

EDIT: Here is the thread - https://www.mapcore.org/topic/19316-re…-castle-assets/
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Quote from Quotingmc
Experimenting with some ideas:
(Credits to Yanzl for the rock props)
These rock alter the strickt layout of the map by adding some natural feature to it. I realy like the idea, yet they are looking a bit artificial. Right now i've got no idea where you plan to implement them on your map but i thing they'll make out great if you'll "inhumify" them a bit more. Perhaps by adding more alteration in their maximum height they somehow appear more like a wall instead of rocks. ... just my thoughts on it.
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Quote from Shibou
These rock alter the strickt layout of the map by adding some natural feature to it. I realy like the idea, yet they are looking a bit artificial. Right now i've got no idea where you plan to implement them on your map but i thing they'll make out great if you'll "inhumify" them a bit more. Perhaps by adding more alteration in their maximum height they somehow appear more like a wall instead of rocks. ... just my thoughts on it.
I agree, they need a lot of work still. I will try make them more random and natural and also maybe add some foliage on top to break up the colour. Thanks for the comment!
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Quote from Klassic
Any updates on the CT area?
Back tracked a bit an focused on getting the aesthetic down in the T area as a template for other parts of the map. Here, have some screens:
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014337652498/80410AA6EA1B12E047DCE84899C0D7DB040919AC/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014337652732/3C5CA5B23AB65A34D7319B03BC116522624556CD/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014337653122/5813E1CB8B5EC599B56660C72704789A5C0567FB/]
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Is there any particular more specific theme you're going for yet? Location? etc.
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Quote from VIOLATION
Is there any particular more specific theme you're going for yet? Location? etc.
I am going for the general feel of the new Nuke so I guess an Clean(ish) American storage facility.
I know they are a bit boring but I hope I can make it look unique and pretty while still being playable.
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More work! Still very temporary, more just getting a feel of what it could look like. Still fiddling with light on bushes so that is why the shadows are a little broken.
I think the CT spawn rocks are too flat right now along the top and could do with some additional foliage. I also want to make some sort of cool looking building atop the hill next to the silo. The small room will be the guard box.
As always, I love feedback on what could be fixed or changed!
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014346095187/0A7CDB45D710426D99FBA5BA1619CC79DEB956BE/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014346095016/EDBFB83EFEEB56BCA9E9E61CAE572EF2A627000F/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014346094583/A1280ED75B7F83B5BFFA6D5B37216F32239EAF91/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014346094697/FC320665487BC8F8DA45C3442ABA9BACE5FBF9B8/]
Picture from above:
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014346094878/025E01798A3E57C14E169293FD736DC9A71DCF10/]
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Quote from QuotingmcDisplay More
More work! Still very temporary, more just getting a feel of what it could look like. Still fiddling with light on bushes so that is why the shadows are a little broken.
I think the CT spawn rocks are too flat right now along the top and could do with some additional foliage. I also want to make some sort of cool looking building atop the hill next to the silo. The small room will be the guard box.
As always, I love feedback on what could be fixed or changed!
Picture from above:
looking good!
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your map looks really cool!
keep it up !
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First of all: Please upload the latest version to the workshop, so we can ahve a closer look at it!

in the version we got so far are some minot clipping issues, ofc typicaly at doors/gates like on Site A.
At some places you've got some very thin walls. Right now there are no real textures, and of course this might work if you choose a suited one, otherwise it might look a bit strange.
I found some very nice potential AWPy sightline near Site A but dunno if that might be intended.
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Quote from Shibou
First of all: Please upload the latest version to the workshop, so we can ahve a closer look at it!

in the version we got so far are some minot clipping issues, ofc typicaly at doors/gates like on Site A.
At some places you've got some very thin walls. Right now there are no real textures, and of course this might work if you choose a suited one, otherwise it might look a bit strange.
I found some very nice potential AWPy sightline near Site A but dunno if that might be intended.
Thanks a ton for this very useful feedback!
I still need to do a full clipping pass and I will remember these spots when I get round to it. As for the sight line, I have been meaning to rework that passage for a while, it feels very off. I will take that into consideration though when remaking it to stop another long angle.
As for the thin walls, I will have them as panels of metal or the such, more temporary pieces laid against the walls than connected structures.
Thanks again.
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New Update!
Please Note: This version is NOT currently on the workshop!
I have almost finished blocking out CT with rocks and foliage as well as adding some textures and more detail to the buildings. I have also started to add rock faces throughout the map including the back of B bombsite.
As always, any feedback is gratefully received and always considered when improving the map.
Images:
CT Spawn:
Spoiler
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…E518BBD1DC88E9/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…759D1C25D075B9/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…3CDEAA2962077F/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…9B56431602EED7/]
B Site:
Spoiler
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…00BFC9FFCB7C27/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…4559B569EE24A9/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…4183C9EFAAD123/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…164EDD8C1E5211/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…D7CF0BC0B6E3A9/]
Full credit for rock props to @Yanzl!
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I really like the direction this is headed.
those rocks are really nice.
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Small Update:
Started work on tweaking mid ready for first stage of textures. Some changes include removing a hiding spot on T side, giving CT more room on balcony adjusting the CT entrance ways. I have also changed the colour scheme on T side to orange rather than yellow. Another smaller tweak is with the geometry of the CT to A connector to remove some bad angles and make it flow better.
Images:
Spoiler [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…483971CD0DDFD9/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…6B060AE08C766E/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…1EECB6E89ED4B4/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…A95F3DFE2932CC/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…38676996FBE542/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…6E631328C663AF/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942305657…09348A649439F1/]
Have also collected almost 40 reference pictures from de_nuke to work from and help make the map look cool:
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