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[CS:GO] dz_junglety (Danger Zone)

  • michal3210
  • March 27, 2019 at 11:47 PM
  • Wintrius
    • November 27, 2019 at 6:30 AM
    • #21

    Although I really enjoy your map and am glad Valve appreciates it, there are some valid complaints fewseb has listed. Most notably being:

    • Off lighting.
    • Low resolution/quality custom props, as well as some really old Valve assets that don't hold up very well.
    • The sand and grass contrasted with the black rocks look rather unpleasant (sorry to say).
    • Some textures look a tad bit repetitive, one example being the pavement.
    • Other specific things I found that looked odd were the crane (among other red metal objects) having incredibly low texture resolution, that ancient white van, the houses looking full-bright, as well as some awfully low-res barrels.

    Now that I've listed some problems, I would like to provide you with some possible solutions:

    • Change the lighting for certain areas with different types of lights, maybe even some dust particles in the air.
    • Increase the texture quality of some custom props, and also give them some overlays to give the illusion of more detail.
    • Make sure all primary textures are at least 1024 by 1024, as that's what Valve did in their Danger Zone maps.
    • Try using some custom 4-way blends similar to the ones Valve uses for particular areas.
    • Lighten up and detail those rock props, give them the same style of crisp texture that Valve has on their DZ maps.
    • Although not necessary, it'd be cool if you got some other mapper who's an industry veteran to assist in the making of custom assets. I just say this because I find that it'd be more expedient and likely more motivating than you being the sole worker on the project.

    Also, just some questions out of pure curiosity:

    • What percent of the map would you say is composed of assets made entirely by you?
    • How long did this map take to create?
    • Were you expecting Valve to respond as they did?

    In conclusion, I really like what you've done with this map. You took a risk, and Valve recognized that. Although I am being very critical in this post, it's only because I would like to see the map improve. I supported this project when it was first uploaded, but now that it's under the light of the entire community, criticism means a lot more. Good luck with your future mapping endeavors, and I hope you integrate these valid critiques.

  • El_Exodus
    • November 27, 2019 at 1:18 PM
    • #22

    Some of my impressions from playing the map a dozen or so times during the last week:

    • Collision on many models is very poor. Rocks are the biggest offender here. And the crane. Tried shooting through it and although there being a huge gap, bullets were blocked. Frustrating
    • Performance: Despite being on a high end system, I still get stuttery mouse movement when being around the center of the map. I've seen you used limited render distance of models a lot already, but that still doesn't do the job very well. (Sometimes objects disappear too early btw. Shot a guy who thought he's behind cover) I guess you need to look into combining props to reduce drawcalls.
    • Freedom of movement feels quite limited at times. The little fences blend well with the background and block me all of the sudden when I'm focused on other things. Some areas are not easy to get out of since there are limted options. When you play blacksite for example, all areas on the map are designed in a way, that you can jump from point A to B which gives you TONS of possibilities to change your position. Doesn't feel the way on your map.
    • Water is too deep in gameplay areas
    • Dark rocks don't really fit the visuals. They need to be brighter to fit the environment more
  • blackdog
    • November 28, 2019 at 11:58 AM
    • #23

    Congrats on getting this into the operation, your hard work paid off!

    Im not playing CSGO at the moment so think I’ll probably miss out on trying it myself :(

  • esspho
    • November 30, 2019 at 6:54 PM
    • #24

    I just played a match and got stuck on the radiotower between a barrel and a metalbeam - not fun. Also the collapsing stairs are very frustrating.

  • CuervoSp
    • December 1, 2019 at 11:01 PM
    • #25

    I have found a little glitch.

    Spoiler

  • JorisCeoen
    • March 1, 2020 at 3:58 PM
    • #26

    Can I ask you how long you've spend developing this map? Congratulations on making it into the game ?

  • michal3210
    • March 2, 2020 at 5:03 PM
    • #27
    Quote from JorisCeoen

    On 3/1/2020 at 4:58 PM, JorisCeoen said: Can I ask you how long you've spend developing this map? Congratulations on making it into the game ?

    The whole map took about 4-5 months with some breaks

    first 1,5 month - getting assets, making collision meshes for models, planning, learning dz entities in editor etc

    rest is map making in hammer

    Thank you!

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