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[CS:GO] Riverside (WIP)

  • MadsenFK
  • June 10, 2016 at 10:29 PM
  • MadsenFK
    • June 10, 2016 at 10:29 PM
    • #1

    *sigh*

    If you know me, then I tend to start on new projects pretty often. Why? I don't know.

    But this time, I planned the map out well, gave myself achievements to get while mapping, theme and where this takes place (on a riverside of course)

    I really feel this one is gonna be a succes, since I haven't felt bored at all when I was making this map (Don't quote me on that one!)

    It's only been taking me about a 7 days to get this amount of work done.

    - DOWNLOAD -

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  • Shibou
    • June 11, 2016 at 10:11 AM
    • #2

    Looks nice so far, but what happened to the other map? :D

  • MadsenFK
    • June 11, 2016 at 1:16 PM
    • #3
    Quote from Shibou

    3 hours ago, Shibou said: Looks nice so far, but what happened to the other map? :D

    I really didn't like the theme that we were going for on that map, and if we were gonna change that up, it would require a lot of work (I'm a bit lazy tbh)

    Choosing two themes in one map was a bit hard for us to accomplish.

    And I also didn't really enjoy myself when I was mapping.


    and thanks!

  • rosk
    • June 12, 2016 at 10:00 PM
    • #4

    I didn't like some features of B so here's what I would change:

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

  • Logic
    • June 14, 2016 at 10:16 AM
    • #5

    Since I mainly played mid in the playtest I can only really comment on this area.

    Mid played poorly in my opinion. As a CT it was difficult to hold, even with a perfect smoke down. Once T's had gotten mid there was no way to retake it, since T's can also use the route from their way onto A. The open drop towards CT spawn further established T's dominance in mid.

    Kind of a nitpick here, but both ways from mid towards A and B leads to a drop-zone on the site. This isn't really an issue, but feels a bit samey.

    Keep the work up! :) Logic out!

  • MadsenFK
    • June 15, 2016 at 8:34 PM
    • #6
    Quote from Logic

    On 14/6/2016 at 11:16 AM, Logic said: Since I mainly played mid in the playtest I can only really comment on this area.

    Mid played poorly in my opinion. As a CT it was difficult to hold, even with a perfect smoke down. Once T's had gotten mid there was no way to retake it, since T's can also use the route from their way onto A. The open drop towards CT spawn further established T's dominance in mid.

    Kind of a nitpick here, but both ways from mid towards A and B leads to a drop-zone on the site. This isn't really an issue, but feels a bit samey.

    Keep the work up! :) Logic out!

    You're right, it did play pretty poorly. I already have an idea in mind that might work out, so I'll do some work here this weekend.

    Thanks! :)

    Quote from rosk

    On 12/6/2016 at 11:00 PM, rosk said: I didn't like some features of B so here's what I would change:

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

    I'll try that! :)

  • MadsenFK
    • July 1, 2016 at 12:56 PM
    • #7

    Decided to get an update out, since the map needs a playtest, and because I want you guys to stay updated on the maps progress.

    I've mainly been detailing and some layout/gameplay elements that's been changed.

    (btw, all the detailied areas aren't done yet)

    Have some screenshots:

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  • MadsenFK
    • July 29, 2016 at 6:45 PM
    • #8

    Another update:

    - Big layout changes

    - More details

    DOWNLOAD: http://steamcommunity.com/sharedfiles/fi…htext=Riverside

    Have a few screenshots:

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  • MadsenFK
    • September 5, 2016 at 6:30 PM
    • #9

    quick little update, nothing special. just wanted to let you know I'm still working on the map, but progress has been a bit slow.

    (because of BF1 and WoW Legion, u know what i'm sayin' ey?)

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  • slavikov4
    • September 9, 2016 at 6:08 PM
    • #10

    Need slack for Telephone wires

  • MadsenFK
    • October 9, 2016 at 2:06 PM
    • #11

    Hello people.

    It's been little over a month now, and I've pretty much just taken a break from map making overall. But a lot still has changed since the last update (just details actually)

    Next update will be released very soon, since I still need to pack the files and get it compiled.

    EDIT: Well, compile fucking failed. Stuck on PortalFlow: 9... for over 2 hours now. Last compile in total was only 1½ hours which was yesterday.

  • tr0nic
    • October 11, 2016 at 4:03 PM
    • #12
    Quote from madsenfk

    On 10/9/2016 at 9:06 AM, madsenfk said: Hello people.

    It's been little over a month now, and I've pretty much just taken a break from map making overall. But a lot still has changed since the last update (just details actually)

    Next update will be released very soon, since I still need to pack the files and get it compiled.

    EDIT: Well, compile fucking failed. Stuck on PortalFlow: 9... for over 2 hours now. Last compile in total was only 1½ hours which was yesterday.

    Minimal optimization pass would fix that for you.

  • Freaky_Banana
    • October 11, 2016 at 5:20 PM
    • #13
    Quote from madsenfk

    On 9.10.2016 at 3:06 PM, madsenfk said: EDIT: Well, compile fucking failed. Stuck on PortalFlow: 9... for over 2 hours now. Last compile in total was only 1½ hours which was yesterday.

    Don't worry, we had the same thing for oakwood. Our compile times jumped from 45 minutes to four hours within two days of detailwork. Just run the compile in CompilePalX. That won't lag your computer, so you're free to do anything during compile time (although of course, the more you do, the more time your compile will take). For us the compile took around 4 hours (approximated 2 and a half of which were spent on PortalFlow 9...).

    We hope this helps :) !

    Cheers!

  • MadsenFK
    • October 11, 2016 at 7:30 PM
    • #14

    Now when I look around, not much has actually changed in terms of details.

    Wires has more slack, some small inaccessible areas and stuff.

    But oh well. If you want to check it out then go ahead.

    (btw, the radar was made in a hurry, so that's why It's not that good)

    Download

    Have some screenshots:

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    Is this enough slack?

  • catfood
    • October 11, 2016 at 8:32 PM
    • #15

    from what i can see from the screenshots i think the map looks solid with interesting angles. one thing what the map could maybe use is a landmark or something that makes the map visually more unique like the empire building does in de_empire or the chinatown area in de_chinatown.looking forward to its progression

  • MadsenFK
    • October 11, 2016 at 9:17 PM
    • #16
    Quote from catfood

    32 minutes ago, catfood said: from what i can see from the screenshots i think the map looks solid with interesting angles. one thing what the map could maybe use is a landmark or something that makes the map visually more unique like the empire building does in de_empire or the chinatown area in de_chinatown.looking forward to its progression

    I'll go think about what I could make for a landmark on the map, and hopefully not get a headache from that:P

    And thanks!

  • MadsenFK
    • November 18, 2016 at 7:29 PM
    • #17

    New update released on de_riverside.

    Most changes has been happening around bombsite B for this update.

    This weekend I will hopefully get some work done with the 3D skybox and possibly add some sort of landmark that catfood requested.

    but whatever, go check it out here.

  • MadsenFK
    • January 21, 2017 at 9:40 PM
    • #18

    Yet another shitty update has been released on the workshop.

    Reworked mid a bit, map is like 85% done blah blah no one fucking cares.

    Go have a look for yourself If you want to.

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  • RA7
    • January 22, 2017 at 12:17 AM
    • #19

    Dont be so negative, map looks wonderful :)

  • MadsenFK
    • January 22, 2017 at 7:57 AM
    • #20
    Quote from RA7

    7 hours ago, RA7 said: Dont be so negative, map looks wonderful :)

    It's just me trying to be funny lmao, I actually do like the map a lot x)

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