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[CSGO] Calamari - Bomb/Defuse (All versions)

  • Geno
  • July 8, 2016 at 6:00 AM
  • Geno
    • July 8, 2016 at 6:00 AM
    • #1

    This map has been under development for around 1.5 years. Over the time we have released 5 different versions of the map. Some of them are still available for you to play.

    Final Version

    Along with the Aesthetic changes, the final version came out with the removal of sniper's window at near T spawn and the Decon area that connected Alley to the mid. Another short rotation path from fountain to back entrance, which was added in B5 version was removed. An alternate path from Alley to A was also added. Both A site and B site were worked upon, and the covers were re-positioned.

    B5 Version

    There were only 2 significant changes made in this version. A ramp was added in front of connector. The other change was the addition of a quick rotation path from fountain to back entrance area.

    B4 Version

    The B4 version of Calamari came up with significant aesthetic changes that completely changed the looks and the ambiance of the map. B site was completely redone and the CT bar was added at the CT end of the mid. A site was altered a bit to make it feel a little less claustrophobic.

    B3 Version

    A lot of details were added to the environment, a lot of buildings were redone. The patio area was added in place of the church. The open CT to mid route now went via a wine cellar. Window area was added near T base.

    B2 Version

    This version was never released. It was similar to the B3 version. The only difference was the Patio Area that was added in the B3 version.

    B1 Version

    This was the first version that was released.

    Alpha stage screenshots

  • w0llmart
    • July 10, 2016 at 7:57 AM
    • #2

    the production is pretty good

    there's a lot of small details in the textures and some of the displacements could be flatter(look around t spawn) too much line and not enough shape in your brushwork

    the light_environment is a little too desaturated, maybe add some more yellow.


    rotating is problematic, try to think of the layout as a series of pipes, there's too much pressure on the system as it is currently.


    consider the ct side as a line with 1 large objective rather than 2 smaller ones, and maybe evaluating what makes de_bazaaar work will help you progress

    http://steamcommunity.com/sharedfiles/fi…s/?id=225151817

    you can improve the shape with good textures, think of silhouetting versus having to read/evaluate an image

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