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de_princess (WIP)

  • millo
  • April 1, 2019 at 6:23 PM
  • millo
    • April 1, 2019 at 6:23 PM
    • #1

    https://steamcommunity.com/sharedfiles/fi…/?id=1690431421


    Hello everyone!

    This is my first map for CS:GO which I am calling de_princess! It is still quite early on in terms of theme but it is loosely based on the medieval German village Rottenburg am Neckar. You can see this inspiration at CT Spawn with the buildings. Overall, I am not too attached to the theme and will be prepared to change it if it will be easier for me to complete as although I believe I am alright at detailing environments, I know I'm not good at making buildings/houses. Please, play the map and tell me what you think! There are more images on the Steam Workshop page.

  • Radu
    • April 1, 2019 at 6:27 PM
    • #2

    It's me, de_prince, let's func_detail our brushes together.

  • Interfearance
    • April 1, 2019 at 8:23 PM
    • #3

    Looks like there are allot of flat right angle turns. Try adding some more interesting geometry, including height variations.

  • Roald
    • April 1, 2019 at 8:34 PM
    • #4
    Quote from Radu

    2 hours ago, Radu said: It's me, de_prince, let's func_detail our brushes together.

    I am abit shy to say this but I have a brush on you for a very long time now ?.


    Anyways it feels like you should stretch your map more vertically and remove some paths that doesn't have to be there to simplify things:[Blocked Image: https://i.imgur.com/tcETMo5.png]

  • millo
    • April 2, 2019 at 7:46 PM
    • #5
    Quote from Roald

    23 hours ago, Roald said: I am abit shy to say this but I have a brush on you for a very long time now ?.


    Anyways it feels like you should stretch your map more vertically and remove some paths that doesn't have to be there to simplify things:[Blocked Image: https://i.imgur.com/tcETMo5.png]

    I have removed the path in the top left as it was pretty much useless but I believe that the other 2 pathways you showed can be useful at the start of the round and end of the round. Maybe my mind will change in time, but I feel that for the most part they don't hinder gameplay too much.

  • millo
    • April 7, 2019 at 5:47 PM
    • #6
    Quote from Interfearance

    On 4/1/2019 at 8:23 PM, Interfearance said: Looks like there are allot of flat right angle turns. Try adding some more interesting geometry, including height variations.

    Yes there are a lot of flat right angle turns or interesting geometry and not a lot of height variation, just like Cache.

  • Interfearance
    • April 7, 2019 at 11:27 PM
    • #7

    @millo I thought I was the only one who thought this about Cache. Every single chokepoint is literally an L shape with no variation except squeaky

  • millo
    • April 8, 2019 at 10:35 PM
    • #8
    Quote from Interfearance

    23 hours ago, Interfearance said: @millo I thought I was the only one who thought this about Cache. Every single chokepoint is literally an L shape with no variation except squeaky

    It does help players learn the map but if you have a map that has a lot of tight angles and indoor sections, your chokepoints are all doomed to be L-shaped. I'm not sure if my map is like that yet but if it does I will want to fix it.

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