DE_ORE
-
-
Not sure when i can get the BSP into the workshop . always seems to fail the upload

My internet is not great for much i get 6megs from the 20 but my graph resembles a saw like ^^^^^^^ so i guess the valleys drop me out . Anyway I am close to where I want to be with the map . a few screenshots . I have got to squeeze some more FPS out for it to be above 160 FPS against bots.
-
Quote from S1lv3r 4 lyf
15 minutes ago, S1lv3r 4 lyf said: Good map. Looks like you have the visuals down pat.
Looking at these screenshots, it's hard to tell where the bombsites are; it seems like the one with the tea rooms might be A, but it doesn't look like anything is the target. Could you upload a radar overview?
I tend to get 20 - 250 kbs on my internet (with frequent fluctuation and disconnects), and I have only once had a workshop upload fail. You didn't get an error message, did you?
yep error 10 or 16 - they both say the communication with servers is lost .
OVERLAY :o
-
-
Its looking really good right now! I really like the non traditional layout, but I'm not sure how it'll play out. Have you done a playtest yet?
-
NO Playtest yet but that may be possible now.
My time zone is a way off so I do not know how I can be be part of it

-
Clips noted
havent really done much with nav mesh other than place names , but also noted . -
Ore is a nicely detailed map, but I have some rather minor concerns on the story elements. You say that the map is set in Australia, which is good as that is not a place we often see any map set in, yet you have set your t-models to be the elite crew who are middle-eastern terrorists and it seems based on the maps that they have appeared in, that valve intends for them stay that way. I would suggest changing them from the elite crew to the anarchists, who are American yes, but valve does not seem to mind having them appear in other countries, given their use in Marquis during operation vanguard.
I suggest rather then having the t's storing chemical weapons they are instead trying to cause an environmental disaster by destroying long forgotten stock piles of the Coalition Taskforce's chemical/nuclear weapons. This change is more of a workshop description change then a map one.
If you do decide to go along with that change, you may want to add a car or two near t-spawn to make it look as though the Ts have just arrived instead of having a base there.
Your pick the SAS as the ct is a good one as the SAS are international and Australia was once apart of the British Empire, I would suggest a minor change of replacing the swat van in ct spawn, with one of the APC's. In both Mirage and Inferno the SAS use an APC to get there.
-
Thanks for your suggestions
Not having any friends with modeling skills I have had a few moments where I have had to even kid myself of what would work in the story. There is not even 1 gum tree in the map.I went with SAS to try and get close to what would've been true but maybe IDF would have worked better for visibility.
As T models go I was never feeling any fit. I was pretty much 50 / 50 on leet or phoenix and chose leet for some visibility reasons . The denim jeans could also be a better fit to the area.
The truck in T Spawn has 3 seats in front so if i made space in the back could that be more believable ? Or an idle sound or exhaust effect maybe.
My main focus is optimization at the moment so i am probably going down the prop culling road more than adding if i can avoid it.
-
Quote from gav
22 minutes ago, gav said: I went with SAS to try and get close to what would've been true but maybe IDF would have worked better for visibility.
As T models go I was never feeling any fit. I was pretty much 50 / 50 on leet or phoenix and chose leet for some visibility reasons
Well if your main concern is about visibility, this map is quite problematic. Ive seen maps like this before where its very dark in most of the areas, if you were only concerned about advisability I would say go with the professionals and the IDF, since they would stick out the most in this map. If you really wanted to use the IDF, you could change the setting from Australia to the Timna Valley of Israel which is an area rich in copper ore. You would mainly just have to change the outside parts of the map to look deserty and put some sand on the inside parts. Plus extra sand can brighten up areas made up of dark brown wood.
-
Hi all ,
I think everyone has probably been a victim of the workshop voting system, maybe

On the 9.3.17 i got 15 negative votes all within a handfull of hours . I know everyone has an opinion and I am not one for stifiling freedom of speech but all 15 at once

Anyway moving on, I have managed to get an improvent in FPS with some visibility work around (engine) so I am happy with that

-
Just from looking at it I would recommend some more custom work on the lighting/skybox. It looks a bit generic, CS:GO 2013 style. Very heavy on the bloom as well. A thunderstorm or some work on colour correction could give this map a more unique atmosphere. I really like the different levels to it. You could probably open up the barn a bit more to allow for more interesting light coming in. The flow of the map didn't seem very clear to me, even though there are signs to the bombsites. The map is very busy, and think you can even double down on the detailing more on some of the .bsp'y parts - but try adding hints towards where to go. Strategically placed lights could help here, or certain textures more indicative of the pathways.
The mountains could probably be a bit more majestic. On the gameplay side I can't really comment.
Something really cool about this one, think you can turn it into something special with an added layer of finish!
-
Thanks for your feedback Philipp - I will take it on board

-
Looking great but seems a little dark at some places, especially the sewer area. Good job so far!
-
Cheers buddy, on that compile the ambient strength was 190 . On the latest update its 400 and has brightened up areas.
Thanks for the feedback , some things definitely need other people's input.
I run the game on 1.6 gamma on a 144 hz screen with the colors less saturated than some. but a map should cater for all setups to work as a playable level.
The sewer does become challenging TBH , too much light it becomes unrealistic and too dark its not CS friendly.
UPDATED
-
Maybe you could use floodlights to brighten up the sewer. That way it doesn't seem like your ceiling lights are unrealistically bright. I'll take a look at your updated map as well!
-
for the playtest:
-Layout is unfocused. More likely to be shot in the side or back of head than the front. I think it needs simplifying.
- Detailing is great but too samey throughout the map. Adding to the above comment that detailing should be simplified in areas that are important. Very cluttered at some areas that need the layout clearly defined.
- bombsites should stand out a lot more.
- clipping needs a major pass.
Great potential here

-
Pretty much agree with everything that Vaya mentioned.
Overall the map suffers from readability issues. It's not always clear where the paths are, how many there are, etc. Some examples:
It's not clear that the bridge with the windows here is an accessible area. I got shot and killed in the back in two consecutive rounds because of this. It's also too difficult to see if anyone is standing behind the windows. Increase brightness behind the windows and remove the windows frames too.
[Blocked Image: https://i.imgur.com/mqCV7hh.jpg]
During the playtest I never noticed that the tunnel on the right is accessible by breaking the wood, only found that out after running around in it later. It doesn't catch any attention, which would be fine if it was only eyecandy. For example, place a light source behind it (closer than the one that you currently have) to draw attention and make the wooden planks stand out more.
[Blocked Image: https://i.imgur.com/FXyGA3w.jpg]
Overall, the map was very enjoyable. I hope you can work out the issues and looking forward to any progress

-
Yeah same here. I enjoyed the rounds I played but the layout was confusing to say the least. The detailing is good but a little over the top in some areas. The B-site gave me some losttemple2 vibes. Which is a good and a bad thing (fun map but not played at all). Some of the Timings seemed a little of to me (left route from CT-Spawn) - but that could be my first impression without proper map-knowledge. I think simplifying the Layout and cleaning up some of the detailing would make this a really fun map to play
keep on working. -
Great update! Much better. I love the dirty old rusty broken atmosphere u got there. I subscribed it to check it out ingame when I got time. Perhaps I got some feedback for you
Edit: didnt read page 2. Too bad I couldnt be there at the playtest. Perhaps the next time. Will still walk trough it ingame anyways
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!