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[CSGO] Victoria

  • Vaya
  • August 6, 2018 at 6:45 PM
  • Radu
    • September 2, 2018 at 1:33 PM
    • #21

    Really like the height differences you guys have going on. Keep it up!

  • poLemin
    • September 2, 2018 at 5:18 PM
    • #22

    I like the idea of the window and seperating the bridge approach from the actual site. I get some very nice de_contra vibes there! Love it.

    Don't forget to add clip brushes here before the next playtest. I feel like this headpeek could be very strong, while still open to the bridge window. Players would tend away from using it if the movement is as choppy as shown in this gif.

    Great progress guys! Hope you'll release the next version soon. Eager to check it and take part in another playtes!

  • blackdog
    • September 2, 2018 at 6:22 PM
    • #23

    I need to play this again. Digging the changes, although I liked the back of the site being open.

  • csWaldo
    • September 2, 2018 at 6:30 PM
    • #24
    Quote from poLemin

    1 hour ago, poLemin said: Don't forget to add clip brushes here before the next playtest. I feel like this headpeek could be very strong, while still open to the bridge window. Players would tend away from using it if the movement is as choppy as shown in this gif.

    Will be clipped before the next playtest for sure. And yeah, that peek could be very powerful. I'm already debating wether to block it off, but I'll guess we'll see how it does in the next test first.

    Quote from blackdog

    6 minutes ago, blackdog said: I need to play this again. Digging the changes, although I liked the back of the site being open.

    Thanks :D I liked it too but the amount of entrances and playable space around the site made it very uncomfortable to take, plant and defend for Ts. Something had to go and the second door from CT got the short end. Some things just aren't meant to work out :( Thanks for the feedback guys, appreciate it!

  • Interfearance
    • September 23, 2018 at 12:20 AM
    • #25

    I want more content I'm exited to see where this map goes lol no pressure! Also can you share how you texture the arches when you do? My map will have allot and I can't find how they did it on inferno CT spawn

  • csWaldo
    • September 24, 2018 at 7:11 AM
    • #26
    Quote from Interfearance

    On 9/23/2018 at 1:20 AM, Interfearance said: I want more content I'm exited to see where this map goes lol no pressure! Also can you share how you texture the arches when you do? My map will have allot and I can't find how they did it on inferno CT spawn

    Inferno uses models for arches. Afaik the texture for them are like 3 very generic brick colors and 1 grout color. The UVs for the bricks and the grout is then just stacked over these colors. Looks alright as long as you don't look too close at it. In general, to get nice arches, models are your best bet. You can use the ones from inferno, canals and cobble, or make your own :)

  • csWaldo
    • September 29, 2018 at 10:06 AM
    • #27

    Making some progress. Next playtest soon. Hope we can lock down the layout soon so we can focus on art. [Blocked Image: https://i.imgur.com/OI1gwjA.jpg]

    Props to @Vaya for this scene :D

  • blackdog
    • September 30, 2018 at 11:06 AM
    • #28

    Like this! (Wouldn’t rotate that texture on the metal structure)

    Is the test tonight?

  • csWaldo
    • September 30, 2018 at 10:54 PM
    • #29
    Quote from blackdog

    11 hours ago, blackdog said: Like this! (Wouldn’t rotate that texture on the metal structure)

    Is the test tonight?

    Lol yeah, we need a custom texture for that. We want to test next week, probably on thursday, unless something gets in our way.

  • Vaya
    • October 1, 2018 at 9:55 AM
    • #30
    Quote from blackdog

    22 hours ago, blackdog said: Like this! (Wouldn’t rotate that texture on the metal structure)

    Is the test tonight?

    lol pretty much all texture work/detailing on the map just now is temp. I do passes on my maps to get a rough idea out and then incrementally make it better and better. probably a shit workflow but it's how I've always done it.

  • blackdog
    • October 1, 2018 at 2:33 PM
    • #31

    Cool, update this topic as well when you test, but I’ll keep in mind Thursday and try to be there

    @Vaya sounds a good way to me, think one needs to explore how some areas could look or the overall feeling for a map even early on. Guess one can better assess what/how many assets they need etc

  • csWaldo
    • October 2, 2018 at 11:49 AM
    • #32

    Just uploaded the playtest ready version to the workshop. Here is a before /after of the layout. We made small changes to the cover and paths, mostly around A and B site. I think the bombsite's layouts are mostly finished. Hopefully the coming 5v5 test will confirm that. There's also a bunch more concept art in the level now, so here are some impressions from it.

    [Blocked Image: https://i.imgur.com/fGn9tHM.jpg]

    [Blocked Image: https://i.imgur.com/RuIrFiD.jpg]

    [Blocked Image: https://i.imgur.com/jNGe5v3.jpg]

    Hope to see some of you at the playtest :D

  • Interfearance
    • October 2, 2018 at 12:22 PM
    • #33

    Looks great try to retain readability in shady areas like under the overpass and on site shown if worst comes to worst I can imagine some cool lights can be implemented.

  • csWaldo
    • October 22, 2018 at 7:51 PM
    • #34

    We made some changes to mid and A that should adress the concerns brought up by the last test. We'll do another 5v5 test tomorrow and that should hopefully finalize the layout and get us started on environment art.Radar before / after

    [Blocked Image: https://i.imgur.com/RQGG54d.jpg]

    [Blocked Image: https://i.imgur.com/s100QvU.jpg]

  • csWaldo
    • October 23, 2018 at 2:26 PM
    • #35

    A should be a bit easier to smoke off now :D

  • MTCyclone
    • October 27, 2018 at 7:21 PM
    • #36

    Nice! I really like how this map is turning out!

  • slavikov4
    • October 28, 2018 at 9:40 AM
    • #37

    facade looks realistic, I like it

  • Byron
    • October 30, 2018 at 12:07 AM
    • #38

    Really solid layout so far. My only big criticism (besides the somewhat popular opinion that the B bridge window is a bit unbalanced) is that I feel A's mid connections are a bit lacking. Terrorists have barely any incentive to go A through mid as the only connection is at the very end of mid. I know it's a big change, but my suggestion would be to connect mid to the indoor route to A. It would add incentives for both teams to have a mid presence, and add some variety to Terrorist's A takes. It would also allow for easier rotates for terrorists if they decide to go B.

    As I said, I think the layout is solid, but feel the mid doesn't serve the purpose it should in it's current state. Obviously you guys have played the map a ton more than me, but this is just how I view it. Great map, though ?

  • blackdog
    • October 30, 2018 at 8:40 AM
    • #39

    I haven’t played the latest versions, but not all areas of maps need to be very connected.

    I see the choice as a balance of ability to take/retake, looking at the layout, A-site makes me think of Inferno B-site. It’s tucked in a corner with only one way in for both teams.

  • csWaldo
    • January 16, 2019 at 12:59 PM
    • #40

    I've spent some time making assets and I think I'm starting to get the hang of it. It's far from finished, but a lot of the major assets for the galleria are now made and in place, so here are a few update screenshots. Please let me know what you think :D[Blocked Image: https://i.imgur.com/i8h72nq.jpg]

    [Blocked Image: https://i.imgur.com/24CoGb6.jpg]

    [Blocked Image: https://i.imgur.com/k0Zm9XQ.jpg]

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