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de_contract

  • Quotingmc
  • February 28, 2016 at 12:28 AM
  • Vorontsov
    • March 20, 2016 at 12:00 PM
    • #41

    Why though

  • Quotingmc
    • March 20, 2016 at 3:47 PM
    • #42
    Quote from Vorontsov

    3 hours ago, Vorontsov said: Why though

    Care to explain this completely random comment?

  • Quotingmc
    • March 20, 2016 at 4:27 PM
    • #43
    Quote from 1488

    Just now, 1488 said: thinks he's referring to the fact that you're referencingp pictures of Nuke instead of choosing an original theme, just my interpretation though

    Oh, I am just using de_nuke's for as a rough guide and looking at it's techniques for making plain surfaces and areas appear detailed yet still new and uncluttered. I am not planning to copy anything 1:1, more just use it for inspiration and little tips.

  • clankill3r
    • March 21, 2016 at 7:59 AM
    • #44

    Maybe you planned to expand this, but how it looks now it looks like a raincatcher /emoticons/[email protected] 2x" title=":)" width="15">


  • Vaya
    • March 21, 2016 at 8:37 AM
    • #45

    legionnaires disease creator?

  • Quotingmc
    • March 21, 2016 at 5:10 PM
    • #46
    Quote from clankill3r

    9 hours ago, clankill3r said: Maybe you planned to expand this, but how it looks now it looks like a raincatcher /emoticons/[email protected] 2x" title=":)" width="15">


    Must have rotated them by mistake at some point, will remember to fix /emoticons/[email protected] 2x" title=":P" width="15">

  • Lykrast
    • March 21, 2016 at 8:57 PM
    • #47

    Note : all this feedback was gathered from the workshop version I got, which included no rocks).

    First of all, this map looks really promising, at least visually. I'm a huge fan of Season's and new Nuke's look, and I really think this one could look as nice.

    Secondly, here is an album of a bunch of minor complains I have : http://imgur.com/a/XgjDO

    As well as that, I'll add that it would be nice to have a radar overview in game (even if it's not perfect, just a basic one), as well as arrows pointing towards bombsites, they help navigation drastically and aren't that hard to add.


    As for what I've concluded after a match with bots (for all it's worth) : the map plays nicely, I feel like cover at the bombsites is good, I didn't have any major problem when navigating through the map as CT, but I will say that as T the paths to mid aren't that obvious.

    A minor final complain would be that you could color code different areas to make them more recognisable, it's already kinda done with A having a red pattern, but the rest was just white.

    Overall, very promising, I'll look forward to this map.

  • Quotingmc
    • March 21, 2016 at 9:27 PM
    • #48
    Quote from Lykrast

    19 minutes ago, Lykrast said: Note : all this feedback was gathered from the workshop version I got, which included no rocks).

    First of all, this map looks really promising, at least visually. I'm a huge fan of Season's and new Nuke's look, and I really think this one could look as nice.

    Secondly, here is an album of a bunch of minor complains I have : http://imgur.com/a/XgjDO

    As well as that, I'll add that it would be nice to have a radar overview in game (even if it's not perfect, just a basic one), as well as arrows pointing towards bombsites, they help navigation drastically and aren't that hard to add.


    As for what I've concluded after a match with bots (for all it's worth) : the map plays nicely, I feel like cover at the bombsites is good, I didn't have any major problem when navigating through the map as CT, but I will say that as T the paths to mid aren't that obvious.

    A minor final complain would be that you could color code different areas to make them more recognisable, it's already kinda done with A having a red pattern, but the rest was just white.

    Overall, very promising, I'll look forward to this map.

    Display More

    Thanks for the feedback.

    I have started to colour code the areas, that is my bad for not updating the workshop. I have also began to change some of the T paths especially to A so will add arrows and think about guiding the player better.

    With the radar and nav, just another thing lazy old me needs to get round to. I will do both with the next stable, workshop release, so neither become void if I change a lot.

    I agree I need to do a full clipping pass and smooth movement, will try for next update as well. The forklift is random, I agree. Will look to replace.

    For the little room in the mid to B connector, I could make it accessible, I am just wondering if it would become a camp spot to hide in and then burst onto B for the back stab on a planting T side as CT have control of the connector first. It could work with a some changes though. I would love to hear if you have any more specific ideas on how that could be developed as an idea.

    Thanks again for the feedback, I really do appreciate it and always consider it when I am creating the map /emoticons/[email protected] 2x" title=":D" width="15">

  • Lykrast
    • March 22, 2016 at 6:32 AM
    • #49
    Quote from Quotingmc

    8 hours ago, Quotingmc said: I agree I need to do a full clipping pass and smooth movement, will try for next update as well.

    I just remembered (and I can't get a screenshot yet), on the elevated area of A iirc (the one that doesn't have a ladder), there is a part with a fence that is clipped. I would suggest removing that one clip because myself (and maybe other people) have the habit of jumping on that kind of pixelwak then on the fence to climb ir. It's just a little something in the list of the things that would make navigating easier, and I don't think it would change much since you'll be more vulnerable doing those 2 jumps than walking to the ramp.

    Quote from Quotingmc

    9 hours ago, Quotingmc said: For the little room in the mid to B connector, I could make it accessible, I am just wondering if it would become a camp spot to hide in and then burst onto B for the back stab on a planting T side as CT have control of the connector first. It could work with a some changes though. I would love to hear if you have any more specific ideas on how that could be developed as an idea.

    I'd say add some small crate near the window so that you could jump through it from the bottom. Considering the window is quite large and the door has a big window in it, as long as you make it lit enough, I don't think people camping here would be a problem (at least if people are experienced enough to check it). At worst, you could just enlarge the window a bit more, or add some crates near its wall (right side when viewing from the door) to reduce the amount of space to check if it proves to be too much of a pain to check.

  • Shibou
    • March 22, 2016 at 8:34 AM
    • #50
    Quote from Quotingmc

    11 hours ago, Quotingmc said:

    For the little room in the mid to B connector, I could make it accessible, I am just wondering if it would become a camp spot to hide in and then burst onto B for the back stab on a planting T side as CT have control of the connector first. It could work with a some changes though. I would love to hear if you have any more specific ideas on how that could be developed as an idea.

    I can't Share your concern for that room as a Potential hiding/camping Spot. As Lykrast said, make it lit and reduce the potetial space to hide in. On the other hand the more you reduce the value of the room the more likely you can erase the whole room.

  • Quotingmc
    • March 24, 2016 at 4:00 PM
    • #51

    New Update:

    Finally got to work on re-pathing the T entrances to A and added the roof ready for detailing. The map is updated for the workshop but is full off misplaced nodraw, missing clipping and the such.

    I have added some large windows to the A site which work perfectly for setting up smokes as well as bending the side route to the site following feedback.


    Images:

    Spoiler

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942312008…E012FD18F52F39/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942312008…F9EB9F88F6D57B/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942312008…E605871F65734B/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942312008…F1247E70E97BB9/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2942312008…98273A204F6244/]


    Full credit for rocks goes to @Yanzl

  • Shibou
    • March 24, 2016 at 4:07 PM
    • #52

    These screenshots look nice. I am gonna have a look at the workshop :)

  • Drakeee
    • March 24, 2016 at 4:45 PM
    • #53

    Really like the outdoor sections of the latest screenshots

  • Freaky_Banana
    • March 24, 2016 at 7:31 PM
    • #54
    Quote from Quotingmc

    3 hours ago, Quotingmc said: New Update:

    Finally got to work on re-pathing the T entrances to A and added the roof ready for detailing. The map is updated for the workshop but is full off misplaced nodraw, missing clipping and the such.

    I have added some large windows to the A site which work perfectly for setting up smokes as well as bending the side route to the site following feedback.


    Images:

    http://# Hide contents

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200806251839/66A68CB29C89451BF636D2FF38E012FD18F52F39/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200806251441/4A480901CD14605294CC109D5BF9EB9F88F6D57B/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200806251549/C332F6B3F4013EF63E5152762CE605871F65734B/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200806250995/3621DADCC4D67E217043B78306F1247E70E97BB9/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200806251186/C87AACB65EDE5DD824691CF34B98273A204F6244/]


    Full credit for rocks goes to @Yanzl

    Display More

    Wow, dude! I love those outsides of yours and the clean style inside!

  • Quotingmc
    • March 25, 2016 at 10:06 PM
    • #55

    Slow progress:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200811608888/D066E9714B44E0E04A539E4C7037E875B379B9E6/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200811608749/6CB3E172FECF32417655744A8BA6C96EC24BAB51/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200811608388/0AA3386A66F783851406ED1786E0E0B470C52AAC/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200811608585/DDF3BA81E2A9CE494220431FD902476060D67821/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200811609008/73262AFA5432A048274468A6C87B44D28FAA6FF7/]

  • Quotingmc
    • March 25, 2016 at 10:29 PM
    • #56

    Bonus Video, Before-After:

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  • Lykrast
    • March 26, 2016 at 7:31 AM
    • #57

    This map is starting to look very nice, keep up the good work!

    Although the workshop version still has problems with the custom models for some reason (and why the hell does CSGO have those huge black cubes as error models instead of that small glowing error sign in hl2 games ?).

  • Klassic
    • March 26, 2016 at 9:41 AM
    • #58
    Quote from Lykrast

    2 hours ago, Lykrast said: and why the hell does CSGO have those huge black cubes as error models instead of that small glowing error sign in hl2 games ?

    That's Valve!

  • Quotingmc
    • March 26, 2016 at 2:13 PM
    • #59

    New Overview:

  • Quotingmc
    • March 26, 2016 at 6:15 PM
    • #60

    More progress, slow moving but changes are being made:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200815178520/090CD50862BC0E6F4584A44798D97FCF38C7F5A7/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/294231200815178702/6EC14C0BCE6965D56F6DBE21D1746E3AF952E0FB/]

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