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de_oakwood

  • Freaky_Banana
  • March 11, 2016 at 1:05 PM
  • Shibou
    • March 25, 2016 at 8:38 AM
    • #21

    looks awsome.

    Is boosting supposed to be part of gameplay on your map?

  • Freaky_Banana
    • March 25, 2016 at 10:20 AM
    • #22
    Quote from Shibou

    1 hour ago, Shibou said: looks awsome.

    Is boosting supposed to be part of gameplay on your map?

    No it's not. I did not want to clip anything, until the pathways of the map were clear.

    --> aka "I am too lazy to do it yet" /emoticons/[email protected] 2x" title=":D" width="15"> .

  • Quotingmc
    • March 25, 2016 at 10:32 AM
    • #23
    Quote from Freaky_Banana

    9 hours ago, Freaky_Banana said:

    How the leaves go up the rock banks looks really weird, try using the pick faces tool in the info_overlay to remove this.

  • jackophant
    • March 25, 2016 at 10:34 AM
    • #24

    I think you should review how dense the tree canopy is outside because it also looks very dark in those areas.

    Lighting is definitely too green. If it looks OK for you in game then it says more about your settings than anything else.

    Maybe boost the light brightness values for primary and ancient lighting a bit, make it more of a very pale orange than greeny, and make it more diffuse. The lighting doesn't look very natural because if it's color and the fact that you are plunged into darkness with shadows and a very hard edge. Softer shadow edges would help lighten it up a bit too.

    It would be easier to look at the sky list for csgo to see how other maps have done it and tweak the values of one that comes closest to what you are aiming for.

  • Freaky_Banana
    • March 25, 2016 at 4:03 PM
    • #25

    I have started clipping important areas to prevent the most game breaking boosts. This is not to say that there aren't still plenty of them left, but I will focus my work more on layout and design than on cliping atm.

    @jackophant

    Fixed! Light is orientated along the values of an official csgo skybox and I moved the trees around a bit, to make dark areas feel less depressing and let in more light (e.g. B to mid connector and Long A).

    Quote from Quotingmc

    5 hours ago, Quotingmc said: How the leaves go up the rock banks looks really weird, try using the pick faces tool in the info_overlay to remove this

    Did that, worked out perfectly. I had used decals before, but now that the leaves are overlays there should'nt be any leaves creeping up the stones anymore /emoticons/[email protected] 2x" title=";)" width="15"> !

    I updated the workshop, so feel free to hop in game and check it out. C & C is welcome.

    Cheers!

  • Quotingmc
    • March 25, 2016 at 4:47 PM
    • #26

    Looks far improved lighting wise, still a bit dark in places but I am sure that will be fixed over time as you add and adjust stuff.

  • Freaky_Banana
    • March 26, 2016 at 3:26 PM
    • #27

    Time for v11:

    I have started detailing mid , so now there is at least a little bit of eyecandy on the map. Also I have replaced the textures on my building's walls with 50 % reflectivity textures, to "lighten" the mood of the map /emoticons/[email protected] 2x" title=":D" width="15">.

    These screenshots are of the fullcompile, which will be tested in the playtest tonight. Dont miss it /emoticons/[email protected] 2x" title=";)" width="15"> !


    I also heightened the ceiling in T mid, to make the room feel less depressing and more like what I want it to be (a sort of pauseroom).


    Cheers!

  • Shibou
    • March 26, 2016 at 6:24 PM
    • #28

    It gets better with every single build!

  • Freaky_Banana
    • March 26, 2016 at 6:27 PM
    • #29
    Quote from Shibou

    42 minutes ago, Shibou said: It gets better with every single build!

    Thanks a lot /emoticons/[email protected] 2x" title=":)" width="15"> ! We'll see wether the gameplay can keep up with the visuals /emoticons/[email protected] 2x" title=";)" width="15"> !

  • Smileytopin
    • March 27, 2016 at 10:13 PM
    • #30

    Just a minor thing, as I'm running through it I noticed that on B site the glass on the top isn't breakable, and the bomb decal extends to a spot you cannot plant. The glass above B site feels like it should be breakable, as glass with that texture is breakable throughout the rest of the map. It'll also allow more nades into site.

    The decal on B - The floor decal that marks the plant zone shows on the floor behind the big crate, yet you cannot plant there (the big box, you cannot plant near ct there). Either move the decal inwards so it cannot be seen on the floor in spots you cannot plant, or extend the plant zone.

  • Freaky_Banana
    • March 27, 2016 at 10:48 PM
    • #31
    Quote from Smileytopin

    35 minutes ago, Smileytopin said: Just a minor thing, as I'm running through it I noticed that on B site the glass on the top isn't breakable, and the bomb decal extends to a spot you cannot plant. The glass above B site feels like it should be breakable, as glass with that texture is breakable throughout the rest of the map. It'll also allow more nades into site.

    The decal on B - The floor decal that marks the plant zone shows on the floor behind the big crate, yet you cannot plant there (the big box, you cannot plant near ct there). Either move the decal inwards so it cannot be seen on the floor in spots you cannot plant, or extend the plant zone.

    Actually the glass is breakable. Its health is simply set to 50, because I wanted to prevent smokes from being thrown into the site from outside. That would give Ts an unfair advantage imo.

    Concerning the decal, it's true, you cannot plant in front of the big box, but infront of the small. I will try to fix the lines though /emoticons/[email protected] 2x" title=":)" width="15"> .

    Thanks for the input!

  • Shibou
    • March 27, 2016 at 11:16 PM
    • #32

    found another sightline that might be in CTs favour:

  • Freaky_Banana
    • March 27, 2016 at 11:19 PM
    • #33
    Quote from Shibou

    1 minute ago, Shibou said: found another sightline that might be in CTs favour:

    I don't think that this sightline throws off balance terribly, but if problems arise I will delete it /emoticons/[email protected] 2x" title=":)" width="15"> . For now I think it's just another spot to defend from /emoticons/[email protected] 2x" title=":)" width="15">. Thank you for looking so closely nevertheless !

  • Pumbliss
    • March 28, 2016 at 12:01 AM
    • #34

    So far, this map is looking really good! A couple of changes that I'd like to see, moreso as reccomendations than "this must me done". :


    - Right next to area 9 there's a snipers nest that I think could be used in the map well. Giving a sunroof that's poppable in one throw could allow easy and useful smokes to block out the position, or just throwing one across as you pass could help cancel its power.


    - Have small ledges on the rocks around the entries to A and B to peek over the walls. I'd like these because it allows peeks into other positions just via knowing the map well, and not needing a teammate.


    - Make ALL sunroofs one-nadable. The roof above B is not grenadable in one nade, throwing off the rest of them and confusing newer players. In my opinion, it's not worth ruining the balance of the sunroof aspect of the map to include that, and it only costs $100 to weaken to poping, or $150 to pop completely via decoys.


    - Rename the paths completely. As this seems like it's tring to be a fancier lab similar to a season feel, having a spray-painted A and B are quite peculiar. Instead, I think completely renaming the areas would be better, such as sectors A and B, with A being a more computer-y, science-y, and lab-y area bringing labs or offices behind glass and generally more computers/monitors. B could be the generator/mechanical area with more complex and interesting models.


    Besides those reccomendations, this map looks really good, especially for a white wall. I'd definately like to be able to contact you about this map, so if you're interested in that I'd love a PM to be able to add you on steam or whatever and talk to you a little more.


    Good luck in the future, you won't need it, this is going the right direction! - Pumbliss

  • Freaky_Banana
    • March 28, 2016 at 12:26 AM
    • #35

    So first off, thanks for the feedback! I really appreciate that people think so much about what may benefit my map /emoticons/[email protected] 2x" title=":)" width="15"> ! Second, there were a few things I had problems understanding unfortunately, but maybe I can get to understand your feedback better by asking you /emoticons/[email protected] 2x" title=":D" width="15"> .

    Quote from Pumbliss

    25 minutes ago, Pumbliss said: Right next to area 9 there's a snipers nest that I think could be used in the map well. Giving a sunroof that's poppable in one throw could allow easy and useful smokes to block out the position, or just throwing one across as you pass could help cancel its power.

    Are you referring to the area in T-mid and T-B marked with a brown nine on page one of this thread? If that is so, I assume that the "snipers nest" would refer to this:

    Could you further explain how you think that this nest would benefit the map ? I would like some more insight on that!

    Quote from Pumbliss

    25 minutes ago, Pumbliss said: Have small ledges on the rocks around the entries to A and B to peek over the walls. I'd like these because it allows peeks into other positions just via knowing the map well, and not needing a teammate.

    Do you mean the stones really close to the entries (the ones on B T-side)? Or are you talking about the ones from behind which Ts set up their takes (e.g. in T-side of A Long).

    Quote from Pumbliss

    25 minutes ago, Pumbliss said: Make ALL sunroofs one-nadable.

    OK, I will /emoticons/[email protected] 2x" title=";)" width="15"> .

    Quote from Pumbliss

    25 minutes ago, Pumbliss said: Rename the paths completely. As this seems like it's tring to be a fancier lab similar to a season feel, having a spray-painted A and B are quite peculiar. Instead, I think completely renaming the areas would be better, such as sectors A and B, with A being a more computer-y, science-y, and lab-y area bringing labs or offices behind glass and generally more computers/monitors. B could be the generator/mechanical area with more complex and interesting models.

    I wanted to do that as soon as I start creating custom assets for the map. In the meantime I thought that the spray's color would fit the lighting and mood of the map rather well. So it will stay around for now /emoticons/[email protected] 2x" title=";)" width="15"> .

    One big thing I think I have to disclaim clearly is that A is supposed to be under a huge ones of these:

    and with a big satellite bowl on top of the big strut in the middle of the site. This means there will be no peaking into A from A Long and no high grenadethrows from A Long into A-site.

    B is supposed to be the server where the data received via the satellite bowl is stored temporarily ( the small box beside the big one being the workstation from which the server is operated).

    Quote from Pumbliss

    25 minutes ago, Pumbliss said: Besides those reccomendations, this map looks really good, especially for a white wall. I'd definately like to be able to contact you about this map, so if you're interested in that I'd love a PM to be able to add you on steam or whatever and talk to you a little more.


    Good luck in the future, you won't need it, this is going the right direction!

    Thanks a lot! Hearing this from other people means a lot to me /emoticons/[email protected] 2x" title=":)" width="15"> ! I will PM you /emoticons/[email protected] 2x" title=";)" width="15"> .

    Cheers!

  • Freaky_Banana
    • March 31, 2016 at 4:41 PM
    • #36

    Ok guys,

    first off thanks to everyone who took part in the playtest!

    Second, I gladly announce that @Shibou has now picked up work on this project as well, and will help me to complete it. He was already a large contributor to the map and with him on the team, I believe that de_Oakwood will become a great map!

    We will analyse the demo and the feedback together and will try to more or less regularly update this thread! Look out for them screenshots ;) .

    Cheers!

  • Shibou
    • March 31, 2016 at 9:11 PM
    • #37

    Just some update on recent progress. Please not the ugly lighting of that giant sphere :D

    Spoiler

  • Shibou
    • April 11, 2016 at 7:59 PM
    • #38

    Right now the map is undergoing heavy WIP. We are trying to implement some slight verticality here and there.

    Especialy Bombsite A and A-Long are being completely redesigned, but for that reason there are no screenshot worth being posted yet.

    Spoiler

    First of all, an allready outdated map. But its good enough for orientation as the following screens will use these call outs.


    Some lifted area with benches at Steps (Way to B)

    View from T-Mid to reception, which has been slightly lifted too.

    The Building that is seperating T-Mid from CT-Mid got some fake-Interior for further realism. (not realy necessary, but it shows how it could look like in the future.)

    The tiny Building at Connector (Trafo) is now accessable. We thought to add this feature for potential counter rushes, Yet it is hardly to be abused as a single mollow can clear it.


    I hope you like it.

  • Shibou
    • May 18, 2016 at 10:53 PM
    • #39

    We are going through a series of multiple iterations on the map Layout. Hopefuly they'll turn out as beneficial ones...

    there are 3 major changes:

    1. To add some more verticality to the map whole bombsite A is now lifted 1 floor up.

    2. The path from A has been completely redesigned. There is now a river/water that flows into a canal which is the Terrorists new path to A. From that canal they can use 2 stairs up to the Bombsite A.

    3. Rotation path between A and B called "safe" has been removed, Its only purpose was to be able to rotate without beeing visible whilst passing mid. For that purpose we now added a small building at the end of mid that blocks visibility. For the same reason, and to tweak timing CT-Spawn has been moved closer to mid. (its now right from the new building)


    some pictures:

    Spoiler

    View from "hut" to mid showing the new implemented Building infront of "mid".

    View into CT-Part of Mid, standing infront of the new building.

    View into T-Part of Mid: on the left: way to CT-Spawn and B; on the right: path to A over "reception"

    The new path to A. On the left: the T-Lobby. On the right: the water that was to be passed. In the baground the elevated Building which hosts Bombsite A.

    View onto the new Building from shifted CT-Spawn.

    Inside-View of the new Building (We dont have a Name for it yet.) which is supposed to be the safe rotation path.

    Mid entrance (CT-Side).

    View on the path to A from CT.

    The Hallway (A-Main) where the two stairs, coming from the river/canal underneath lead to. Bombsite A is just behind the Wall on the left side of that picture.

    View onto the river from A/Canal entrance.

    View onto the river coming from T-Lobby: The evil terrorists broke a fence to get to the canal ...

    View from B Trafo-Building/Connector.


    I hope you like it. Feedback is highly appreciated as usual. :D

  • Shibou
    • May 22, 2016 at 3:35 PM
    • #40

    Bombsite B has been reworked to look a bit friendlier. The low ceiling gave a realy depressing a clautrophic feeling. For comparisson reasons I attached images from before and after.

    Spoiler

    old version:

    [Blocked Image: http://i.imgur.com/ZMVckn4.jpg]

    [Blocked Image: http://i.imgur.com/SKE0GwX.jpg]

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

    new bombsite B:

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

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

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

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