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[CS:GO] de_austria (WIP)

  • Radix
  • June 22, 2016 at 5:08 PM
  • Radix
    • July 9, 2016 at 12:11 PM
    • #21

    That moment when the final compile has finished and you just walk around the map to be sure everything is fine before you publish the map and after 10 seconds you find that huge bug which must have been there for months and you never noticed.

    [Blocked Image: http://i.imgur.com/FE1aO34.jpg]

  • Guest
    • July 9, 2016 at 12:17 PM
    • #22
    Quote from Radix

    21 minutes ago, Radix said: That moment when the final compile has finished and you just walk around the map to be sure everything is fine before you publish the map and after 10 seconds you find that huge bug which must have been there for months and you never noticed.

    It's usually that or you do notice the bug and completely forget to fix it every single time.

  • Radix
    • July 11, 2016 at 4:06 PM
    • #23

    Finally published for testing...

    http://steamcommunity.com/sharedfiles/fi…s/?id=722346331

    [Blocked Image: http://i.imgur.com/ZNwtQ40.jpg]

  • Utopia
    • July 11, 2016 at 11:56 PM
    • #24
    Quote from Radix

    7 hours ago, Radix said: Finally published for testing...

    http://steamcommunity.com/sharedfiles/fi…s/?id=722346331

    [Blocked Image: http://i.imgur.com/ZNwtQ40.jpg]

    Seeya in the next op.

  • Squad
    • July 17, 2016 at 3:26 AM
    • #25

    I ran around in your map and it's simply incredible. The screenshots don't do it justice at all.

    You really nailed the theme, made me feel like I was on an Austria holidays again :)

    I can't really comment on the gameplay with just botplay, but it surely looks interesting imo.

    Only one critic: it lacks hurg.

    I hope to see this in the next operation!

  • BubkeZ
    • July 17, 2016 at 1:29 PM
    • #26
    Quote from Radix

    On 2016-07-11 at 5:06 PM, Radix said: Finally published for testing...

    http://steamcommunity.com/sharedfiles/fi…s/?id=722346331

    [Blocked Image: http://i.imgur.com/ZNwtQ40.jpg]

    Looks amazing, will test this later!!

  • SirK
    • July 17, 2016 at 6:49 PM
    • #27

    I think the timings ob B are a bit off - have you playtested it yet?

  • Radix
    • July 17, 2016 at 8:57 PM
    • #28
    Quote from SirK

    2 hours ago, SirK said: I think the timings ob B are a bit off

    It's possible that the timings are not perfect yet, especially spawn priorities etc.

    Ts or CTs too early at the chokepoint next to B?

    Here is the current "battlefront" (=orange areas; "bot_show_battlefront 1" in console)

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

    How would you change it?

    Quote from SirK

    2 hours ago, SirK said: have you playtested it yet?

    sure ;)

  • RivFader
    • July 17, 2016 at 9:14 PM
    • #29

    The battlefront towards B looks way too CT-sided.

  • Radix
    • July 17, 2016 at 9:36 PM
    • #30
    Quote from RivFader

    8 minutes ago, RivFader said: The battlefront towards B looks way too CT-sided.

    Ok.

    Originally Ts were a bit faster there, but the map turned out to be a bit T-sided, so I moved spawns a little. Maybe a little too much.

    I'll gather some more information from playtesting and tweak this.

  • Radix
    • July 17, 2016 at 10:05 PM
    • #31
    Quote from Squad

    18 hours ago, Squad said: I ran around in your map and it's simply incredible. The screenshots don't do it justice at all.

    You really nailed the theme, made me feel like I was on an Austria holidays again :)

    Thanks a lot!

    Quote from Squad

    18 hours ago, Squad said: Only one critic: it lacks hurg.

    Well, I thought this was just a thing of awesome mapcore veterans, so i decided to be modest here.

    But he's there. ;)

    Spoiler [Blocked Image: http://i.imgur.com/OQgzKj6.jpg]

  • SirK
    • July 18, 2016 at 6:38 PM
    • #32

    I think the CTs are way too fast in middle and b-route. They can basically close of half of the map before Ts are arriving. Other than that. I Like the layout :)

    You could add a few little details to breathe more life into the map. Like making the mill wheel near a spin, make the smoke from the chimneys move (wind and stuff). Keep on working, the map is really impressive :)

  • Radix
    • July 19, 2016 at 10:49 AM
    • #33
    Quote from SirK

    16 hours ago, SirK said: I think the CTs are way too fast in middle and b-route. They can basically close of half of the map before Ts are arriving.

    I've moved T-spawn to compensate this (not published yet).

    Quote from SirK

    16 hours ago, SirK said: You could add a few little details to breathe more life into the map. Like making the mill wheel near a spin, make the smoke from the chimneys move (wind and stuff).

    Rotating millwheel is one of my tasks for today. :)


    Thanks to everyone for giving feedback.

    Since the map got downrated so badly by those CS betting advertisement spam bots I will probably get no feedback from the workshop page anymore.

    Currently >40% negative ratings, 3/5 stars.

    Originally wanted this to be my very last map, because creating something like this has become way to time consuming (for me), but quitting like this would look like a rage quit, so I will have to move on...

  • El Moroes
    • July 19, 2016 at 10:50 AM
    • #34

    Amazing and fresh map too ! Nice :)

  • Vaya
    • July 19, 2016 at 10:51 AM
    • #35
    Quote from Radix

    1 minute ago, Radix said: I've moved T-spawn to compensate this (not published yet).

    Rotating millwheel is one of my tasks for today. :)


    Thanks to everyone for giving feedback.

    Since the map got downrated so badly by those CS betting advertisement spam bots I will probably get no feedback from the workshop page anymore.

    Currently >40% negative ratings, 3/5 stars.

    Originally wanted this to be my very last map, because creating something like this has become way to time consuming (for me), but quitting like this would look like a rage quit, so I will have to move on...

    Display More

    you still have time to do a new workshop entry for it.

  • Radix
    • July 19, 2016 at 11:14 AM
    • #36
    Quote from Vaya

    21 minutes ago, Vaya said: you still have time to do a new workshop entry for it.

    Yeah, I will do this.

    (was just kidding)

  • Radix
    • July 19, 2016 at 1:27 PM
    • #37

    re-published it...

    The map didn't get any new downloads since that last downvote, so there was no chance to revive it. And I didn't want to waste >3k hours of work and let it die like this, so here we go:

    http://steamcommunity.com/sharedfiles/fi…s/?id=727462766


    Feel free to support this, if you like it. But take into account that you won't get 'free skins' from me ;)


    edit: Timings are not fixed yet. Probably tomorrow together with a couple of small fixes

  • poLemin
    • July 19, 2016 at 2:01 PM
    • #38
    Quote from Radix

    32 minutes ago, Radix said: Feel free to support this, if you like it. But take into account that you won't get 'free skins' from me ;)

    Subscribed, rated and faved. Where are my skins?!

    Great work! Hope you succeed!

  • Vaya
    • July 19, 2016 at 2:13 PM
    • #39

    from the reddit thread:

    Quote

    Quote

    I think B site needs fixing, its super small and can be blocked off by 2 smokes since there's only 2 ways of entering

    https://www.reddit.com/r/GlobalOffens…he_workshop_as/

  • cashed
    • July 19, 2016 at 4:02 PM
    • #40

    to a degree the workshop rating and sub count has little bearing on whether it gets selected for an operation.

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