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[CS:GO] de_armory (before Lab)

  • Roald
  • December 21, 2016 at 12:58 PM
  • Roald
    • December 21, 2016 at 12:58 PM
    • #1

    Story

    Terrorists came for their mission to Siberia to blow up a milliitairy base located on the top of a Mountain.

    In this base they create and develop millitairy weapons and technologies to 'beat the terrorism'.

    It's the terrorist their goal to stop the Millitairy on developing more massa destruction weapons.

    Afther the security sound the alarm and got shot to death, the Counter-terrorist are called in to get rid of the threat.


    de_armory

    Some of u maybe seen some screenshots in the WIP topic. I thought it was time to give the map it's own topic to organise a playtest.

    If you have feedback already then I would be glad to recieve it! Thank you @spa for the sugbgbestion of the mapname


    workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=864075927


    edit: removed some image (needed space :D)



  • Jeddyk
    • December 21, 2016 at 2:03 PM
    • #2

    I Rembember seeing this map on a TopHattWaffle´s video , looking better from what ive´seen previously

  • Freaky_Banana
    • December 21, 2016 at 2:48 PM
    • #3

    This reminds me of de_mist so much ! It's awesome :) !

  • spa
    • December 21, 2016 at 6:25 PM
    • #4

    This looks great dude! How about de_armory? I love the tank!

  • Roald
    • December 21, 2016 at 7:11 PM
    • #5

    Thanks guys!

    Mmm I don't know, it fits the theme. But somehow with Armoury I think of a Knight Armor thing haha -___-

  • OrnateBaboon
    • December 22, 2016 at 9:10 PM
    • #6

    Played this with bots. Seems very promising!

  • Roald
    • December 23, 2016 at 4:47 PM
    • #7

    Tried to texture/detail one part for a bit already.

    edit: images removed

  • Freaky_Banana
    • December 25, 2016 at 10:01 AM
    • #8

    I feel like the walltexture is too grimey. I really think you should go for a cleaner texture, or at least remove the visible seams :D .

    But I also feel like this is very promising !

    Cheers!

  • Roald
    • December 25, 2016 at 11:17 AM
    • #9
    Quote from Freaky_Banana

    1 hour ago, Freaky_Banana said: I feel like the walltexture is too grimey. I really think you should go for a cleaner texture, or at least remove the visible seams :D .

    But I also feel like this is very promising !

    Cheers!

    Heey thank you for your thoughts!! I kinda like it dirty. Especially for this tunnel pathway. I will consider doing the bombsites more clean but not as clean as nuke, I hate that

  • Freaky_Banana
    • December 25, 2016 at 6:12 PM
    • #10
    Quote from Roald

    6 hours ago, Roald said: Heey thank you for your thoughts!! I kinda like it dirty. Especially for this tunnel pathway. I will consider doing the bombsites more clean but not as clean as nuke, I hate that

    Hey, I just wanted to express that I wouldn't expect a non-outdoor or -sewer area to be that dirty.

    But if you like it that way then feel free to go for it ;) !

    Cheers!

  • Roald
    • December 28, 2016 at 12:59 PM
    • #11
    Quote from Freaky_Banana

    On 25-12-2016 at 7:12 PM, Freaky_Banana said: Hey, I just wanted to express that I wouldn't expect a non-outdoor or -sewer area to be that dirty.

    But if you like it that way then feel free to go for it ;) !

    Cheers!

    Hey I tried another texture, still too dirty or? :D

  • leplubodeslapin
    • December 29, 2016 at 1:50 PM
    • #12

    The texturing seems fine, but maybe you should try to modify the lighting a bit.

    Currently, if you boost the lighting contrats with an image editing software, you get that :

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

    The eyes usually go for the brightest spots in a picture, and the ceiling doesn't seem to be the most interesting part of your room (neither for gameplay nor detailing).

    If you're only using lights, try using light_spots to do the main lighting. You can use lights as ambient lights (put linear to 1 and quadratic to 0, and low brightness with a color that matchs the atmosphere you want to get, probably something a little bit green i guess).

    Maybe you planed to work on the lighting later but this can help you chose one texture or another, it can be useful to make few quick lighting tests.

  • Freaky_Banana
    • December 29, 2016 at 9:03 PM
    • #13
    Quote from Roald

    On 28.12.2016 at 1:59 PM, Roald said: Hey I tried another texture, still too dirty or? :D

    You're doing good ;)!

  • Roald
    • December 30, 2016 at 1:24 AM
    • #14
    Quote from leplubodeslapin

    11 hours ago, leplubodeslapin said: The texturing seems fine, but maybe you should try to modify the lighting a bit.

    Currently, if you boost the lighting contrats with an image editing software, you get that :

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

    The eyes usually go for the brightest spots in a picture, and the ceiling doesn't seem to be the most interesting part of your room (neither for gameplay nor detailing).

    If you're only using lights, try using light_spots to do the main lighting. You can use lights as ambient lights (put linear to 1 and quadratic to 0, and low brightness with a color that matchs the atmosphere you want to get, probably something a little bit green i guess).

    Maybe you planed to work on the lighting later but this can help you chose one texture or another, it can be useful to make few quick lighting tests.

    Display More

    Thanks mate, I am noob with lights. I will experiment with it! On those lights I used light_spot and a beam. So I will try to add this light you are talking about.

  • Roald
    • January 3, 2017 at 6:08 PM
    • #15

    Did a litle texture work on bombsite A. The credits of the lovely millitairy textures goes to the creator (invalid nick) of 'Mist' (I probally have to make custom ones in the future).

    Thanks @Freaky_Banana for the reference :D I forgot about that map.

    Right now I will do a litle detailing on this site and work abit more on the lights and then I'll see what's next.

    Edit: edit: images removed

  • Roald
    • January 4, 2017 at 1:05 AM
    • #16

    Been working some more!

    Also add some fog to the map which makes the enviorment looks way gbetter IMO.

    It's ofcourse not done but I guess it gives a good impression of what I want with the map.

    EDIT: Anyone up for making a nice sign model for this map to replace the nuke model at T spawn?

    edit2: images removed

  • Jake.
    • January 4, 2017 at 1:52 AM
    • #17

    I think it looks great man, as said previously, I don't think it should be as grimy as you have it now, especially with the floor, I think in some of the hallways you should clean up the floor a little more. Other than that, I think it look fantastic!

  • spa
    • January 13, 2017 at 8:45 PM
    • #18

    My impression from playtest:

    I really like this map alot! The theme is great with the grungy elements used in a cool way with the military flavour (still love the tank). The 2 sites are the thematic centerpieces which they should be (and alot of maps miss). The drops from the CTs on the platforms are awesome! rotations and balance also seemed pretty spot on.

    layout:

    This long stretch of railing is a little brutal and i think it could be broken up in some interesting ways: maybe add a small booth to control the crane (like that higher up section that players cant reach) but with glass windows towards the tank?


    This area feels like its the lobby/main entrance area and i think it needs to reflect that in the layout as well as connect to the rest of the map. the two paths going to mid im a little unsure about:

    its not a very strong "choice" which of the 2 paths the T's commit to here (when coming from T spawn into mid) - sure one leads to a door and the other is more open, but i feel a branching path like this needs a little more justification (usually it would be differentiate between tempo, risk and/or positioning) or give some alternate way of supporting whoever goes the other path.

    smaller details:

    the "fake" door on the right isnt blocked off as clearly as the one in B and can be confused with the openable door thats close.

    I like this pit for dramatic effect but it produces some annoying coli - either fence it or have a death pit :) (maybe some toxic waste from the tank-production?)

    Finally there's 3 openable doors which is maybe a couple too many - it can be a bit confusing if there's more than one of them, as doors are usually used as call outs. I like the one at B the most and would keep that and rethink the others. I think the way T enters mid could be changed too given some stronger choices. (maybe one is elevated for sniping but requires a drop ?)

    Please take this map all way dude! (unless your next map is as progressively better as this one is)

  • Roald
    • January 13, 2017 at 8:54 PM
    • #19

    Hey @spa thanks alot!

    1. I love the crane control room idea! Also the space in that turn below is really empty, I will make something that fixes the emptyness of both, upper and down of the turn.

    2. The lobby aint a real lobby indeed, too many paths and stuff. But also because it's now boring and empty. Maybe I will get rid of the whole door, and make like a window thing u could jump through. It will also reduce the many doors in the map to 2 doors. Or I get rid of the whole door route idea for T's as mid is kinda T sided. But I was also thinking of replacing the big cover in the midle with something smaller, so.. yea dam choises!

    3. I barricaded the door at B so there is no 'gay' spot where u can hide, now u have to get on top of the props. The difference between the doors opening and closing are the models/textures. Maybe I could litterly barricate the other one.. I'll think about that

    4. The jump, I have removed the clip in the new version. So now u can jump down and climb back up. It was annoying indeed.

  • Roald
    • January 18, 2017 at 3:32 PM
    • #20

    Hey Mapcore, I worked on the feedback I got from two playtests.

    I am kinda searching of a nice night skybox. I found one but it has a ocean as down image and a hugeee moon so that sucks :D

    But yea It should be something like this. For now I will do some more detailing and continue my search.

    [Blocked Image: http://i.imgur.com/SOlk8AF.jpg]

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

    [Blocked Image: http://i.imgur.com/a3zcpTJ.jpg]

    http://roald93.imgur.com/all/

    [Imgur](http://i.imgur.com/u4kIler.jpg)

    [Blocked Image: http://i.imgur.com/u6ZGcoY.jpg]


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