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Tangerine

  • Harry Poster
  • July 8, 2017 at 11:46 AM
  • Harry Poster
    • July 8, 2017 at 11:46 AM
    • #1

    WORKSHOP

    Spoiler Map will be set in the Morocco hotel that designed like Kasbah. (Real prototype - Kasbah Tamadot) /Changed to Marrakech streets.

    -Bomb sites

    - Mid , CT is arriving before the T, but T have 2 ways to attack the CT

    -Overview

    3

  • Harry Poster
    • July 9, 2017 at 1:22 PM
    • #2

    Spoiler Major update

    -Balcony was removed

    -Bombsites were fully reworked

    Mid

    -Entrance to connector to B was a moved a bit

    -Boxes were added to prevent checking mid connector to B from A site. Also adding some advantages for CT sniper

    -Added drop to connector B for CT's , also you can boost back from connector

    -Some pathways to bombsites were changed

    Overview

    Steam link to WIP version - https://steamcommunity.com/sharedfiles/fi…s/?id=970356474

    1

  • Harry Poster
    • July 12, 2017 at 7:08 AM
    • #3

    Spoiler My first try at textures creation. You can post you opinion.

    Map playtest will be at Sunday. (16/07/17)

    Steam link to WIP version - https://steamcommunity.com/sharedfiles/fi…s/?id=970356474

  • Harry Poster
    • July 17, 2017 at 8:07 AM
    • #4

    Spoiler Luckily i found some time to come for playtesting and here is some changes based on feedback and my thoughts.

    [A site]

    -Added new pathway

    -Deleted anoying 3rd way to mid (T side)

    -Covers at site were updated

    -Added new way for T's to come from "Mid house"


    [B site]

    -Tunnel was added to stop permanent T rushes

    -Reduced bombsite size

    -Squeezed CT's way to B and CT's drop zone

    [Mid]

    -Now CT's have window on their side (To stop T's rushes to CT's spawn and add some cover for CT's)

    Map overview is now looks like this.

    Thanks everyone who tested the map and sorry that it was T sided with this mid control. (Or RZL was just too cool)

  • Harry Poster
    • July 19, 2017 at 7:21 AM
    • #5

    -First detailed part. ('Drop zone')

  • Vaya
    • July 19, 2017 at 7:43 AM
    • #6

    starting to look like something mr poster. The ground looks very weird at this angle though...

  • Harry Poster
    • July 19, 2017 at 7:59 AM
    • #7
    Quote from Vaya

    15 minutes ago, Vaya said: starting to look like something mr poster. The ground looks very weird at this angle though...

    Yea, tile texture isnt finished yet

  • blackdog
    • July 19, 2017 at 4:58 PM
    • #8

    This looks interesting, didn't notice the topic before. I'm thinking the different areas are ticking most boxes good CS maps have.

    Not big fan of the custom tile texture, looking forward for future updates :)

  • Harry Poster
    • July 20, 2017 at 3:13 PM
    • #9

    Spoiler Not a big update.

    -Made some landscape for the map

    Actually working on B site now. Also thanks for the support on previous post.

  • ThManWhoSoldTheWorld
    • July 20, 2017 at 3:58 PM
    • #10

    You know dust2 rework is based on Kasbah? :P

  • Harry Poster
    • July 20, 2017 at 4:25 PM
    • #11

    Yea actually i know , it may help me with some models in future. And i expect for Dust II Kasbah (Ksar) because it will fit to the layout of the map. Ksar is the old defense town (or like this). So my map based on Kasbah Hotels.

    Will hope that i wont get much similarity.

    P.S. My suggestion Dust II will take place somewhere like Ait Ben Haddou.

    Quote from ThManWhoSoldTheWorld

    30 minutes ago, ThManWhoSoldTheWorld said: You know dust2 rework is based on Kasbah? :P

  • NikiOo
    • July 20, 2017 at 10:10 PM
    • #12
    Quote from Harry Poster

    6 hours ago, Harry Poster said:

    That's some shiny grass

  • Harry Poster
    • July 21, 2017 at 1:57 PM
    • #13

    Spoiler During playtest B site was very boring and flat. So i decided to update it a bit. I've returned to the version that we have tested one year ago but with some changes. Here is new angles that you can have.

    -'Rat' left side

    (For deep hiding)

    -'Rat' right side (also you can be boosted on barrels)

    (You cant hide without boost)

    (T ways to the site is mainly 1 arch so it can be smoked)

    -Connector from mid

    -T's main way

    -Way from CT's spawn

    -Overall


    Main question it's too OP? And what will you prefer?

  • Harry Poster
    • July 24, 2017 at 9:24 AM
    • #14

    Bee

  • Harry Poster
    • August 4, 2017 at 9:30 AM
    • #15

    Spoiler (Compile is fast)

    I've decided to make A site fully contrasted to B.

    If B is half open and clean site so A is a fully open and dirty.

    Its very dangerous site for both sides. T's can easly smoke position and rush the site but CT's have very powerful positions.

    -Stairs position is vertical position for CT's that protected from mid

    -Position for deep hiding and risky picks

    -Position outside the bomb site. Its very powerful but easly smokeble and if T's will make a fast rush you will stay outside it. Mainly sniper position.

    -Rifler position. Protects you before the neck. Almost one really safe position.

  • Harry Poster
    • August 8, 2017 at 12:11 PM
    • #16

    Global changes :

    -Changed name from Kasbah to Tangerine

    -Theme is now taking place in Marrakesh

    Reasons:

    -Lack of information

    -Hotels doesnt fit to the layout

    Some new screenshots

  • cruptor
    • August 8, 2017 at 12:27 PM
    • #17

    it looks almost real

  • Vaya
    • August 8, 2017 at 12:47 PM
    • #18

    looks great!

  • blackdog
    • August 8, 2017 at 6:15 PM
    • #19

    Really digging the texture work, not sure if the textures are updated or the lighting is making them look better than before.

    Like it overall.

    Any particular reference you using? I have been in Marrakesh… my last holiday with family, 17 years ago now!

  • Harry Poster
    • August 8, 2017 at 11:51 PM
    • #20
    Quote from blackdog

    5 hours ago, blackdog said: Really digging the texture work, not sure if the textures are updated or the lighting is making them look better than before.

    Like it overall.

    Any particular reference you using? I have been in Marrakesh… my last holiday with family, 17 years ago now!

    Yeah textures are updated but nothing really special with them, just some work in photoshop and setting up details in .vmt file but that is the main red textures.

    As others like cobblestones and downside of the walls is some cheap models because they render textures better and normal maps for them, starting making Marrakesh i've seen that there is no so many details to make and i've decided to try this "dirty" method. After full detailing i will decide save it or delete for optimisation.

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