You are the only reason I started using ref b textures, there is no point in scaling and messing around with measure wall textures to look good when they will be replaced later anyway.
Anubis
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Quote from Interfearance
18 hours ago, Interfearance said: You are the only reason I started using ref b textures, there is no point in scaling and messing around with measure wall textures to look good when they will be replaced later anyway.
Thats a really good move! It will allow you to focus on the geometry only and you know, grayboxes can be very beautiful! No need to worry about nodraws, alligning texture faces and having no worries about consistency in colors. Its super nice.
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Map is too big.. Map is too small.. CT can't play agressive.. Map is too T sided.. CT can be too agressive.. Map is too CT sided..
100 years later and 1.000.342.453 playtests later there is a new update for you guys. Hopefully the map is now more balanced and more fun to play ?[Blocked Image: https://i.imgur.com/mNyx6T8.jpg]
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Hey guess who is back

So I had another playtest, still too CT sided. Basicly the team controlling mid was controlling the whole map and that was CT most of the time. Now I seperated bridge from canal and made the map alot more T friendly. I hope the next playtest will be the final one. [Blocked Image: https://i.imgur.com/YInV748.jpg]Oh, and @jakuza made some really great assets for me to work with: (still very WIP though!)[Blocked Image: https://i.imgur.com/WMIqrXo.jpg][Blocked Image: https://i.imgur.com/zJPatAl.jpg]
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That's gorgeous!
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Very good progress so far @Roald @Momoderator, happy to see you're starting to get some art in there too!!
I ran through it real quick, looks like a solid layout, I really like the bombsites in particular! ?
One thing I'd like to point out, I see a lot of similar 90 degrees corners and corridors with similar width, which feels a bit repetitive.
I know visuals are gonna help making them feel different, but I strongly suggest injecting some variety in there early at blockout stage. Some corridors could be tighter, angled while sticking to the grid, have a volume (pillars, what have you) in the middle of them, etc. Some of those corners could have a different shape, like a rounded or 45 degree shape in the corner either by changing the blockout or by using props to create a volume, like vertigo here:
Notice how this could totally have been just another 90 degree corner, but instead they made it a lot more unique (I'm strictly talking about the layout, here)
Great example from your map:
(althought this one has an impact on gameplay because of the cover, and I'm not saying they should all have a thing like that, but you know what I mean...)
Again good progress, can't wait to see the next update!! ?
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@MikeGon good point, will see what I can do. I think stuff will defenitly change during the art pass
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Its been a while since I posted in here.@jd40 is now on board, working on the enviorment art on B site. There have also been some changes in the layout aswell and because of that we have done some more playtesting. Bombsite B have had a huge overhaul and also the timings have drasticly changed with a new CT spawn that provides slower timings into midle. All in all I am happy with the layout for what it is and its time to fully focus on the enviorment art. In the meanwhile I am doing a first art pass on T spawn by using @jakuza his lovely assets he have been working on lately.[Blocked Image: https://i.imgur.com/kYjZbGK.jpg][Blocked Image: https://i.imgur.com/5llEZtN.jpg][Blocked Image: https://i.imgur.com/CORpjJE.jpg]
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Calling it now, the top three is going to be a fight between Anubis, Everest, and whatever thewhaleman is doing.
Edit: Forgot about Mutiny, that map is also probably going to be up there.
Edit2: No one will see this, but I completely forgot about @untor and @BubkeZ's swamp. That map will definitely be in the top 2.
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sad noises intensify
For real though, these maps are amazing
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Quote from DMU222
1 hour ago, DMU222 said: Calling it now, the top three is going to be a fight between Anubis, Everest, and whatever thewhaleman is doing.
Edit: Forgot about Mutiny, that map is also probably going to be up there.
*Gongji cries in the corner*
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Lol people are really gassing everest up. The layout looks like absolute spaghetts and we have gotten no updates. Nice work Jd40 and Roald! This is a promising map and benefits from being easy to learn.
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from running around I think the weakest part of the map is mid rn, especially the mid connector to B. Ts with mid to B control essentially have control of CT and thus all of the CT enterances to B. I know simplicity is good, but I think such an important part of the map such as mid needs to be a bit more complex than just a single hallway with 2 routes to either site. I don't know what exactly to change but mid just seems flawed. Ofc this is just from a run around, if playtests are fine then ignore my advice
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Quote from Byron
19 hours ago, Byron said: from running around I think the weakest part of the map is mid rn, especially the mid connector to B. Ts with mid to B control essentially have control of CT and thus all of the CT enterances to B. I know simplicity is good, but I think such an important part of the map such as mid needs to be a bit more complex than just a single hallway with 2 routes to either site. I don't know what exactly to change but mid just seems flawed. Ofc this is just from a run around, if playtests are fine then ignore my advice
Well... we have playtested this map 15 times. Mid was always too complicated because of.. reasons. The balance have shifted alot, but was at the end CT sided and now with the new timings with T having abit more of a advantage on mid bridge and canal it feels right. Not sure if there is a real mid, guess there is a kind of double mid, or perhaps two routes to each site, with some more dynamic features, but guess calling it mid sounds most logic, atleast thats how we defined it during the playtests.
The map is abit different from standard, though its easy to learn and I think it needs time and some teamwork (especially as T) to master it. Mid might looks simple, but it has some dynamic features and especially CTs got quick rotation options to always backup their teammates. I guess you should play a few matches on it to find out and learn and master the map
Controlling mid on this map is taking a huge advantage over your opponent for both teams, so its quite important. CT own abit more of control on the map, but this can be shifted easyly, Though with the quick CT rotations it remains risky for T's and grenades are advised. For an example T's splitting to B, but not owning the bridge/canal means CT can rotate from there easyly and getting behind them. T's splitting mid/A is a risk of losing the advantage of 5 vs 2, but when succeeding they get lots of control arround A and can even decide to smoke off A and go B/CT while taking a risk though. So as a T do you decide to split up or go full force trough the main path and remain control from there. I guess I provide a 'simple' layout where the player can try out different playstyles and tactics, I guess thats what you want when creating a CS:GO map.Not sure if this clearifies things up for you or not, guess you should experience it. You might be right, more playtests should be done to know for sure. I guess a map always has room for improvement so.. though this mid is the core of the map and everything is based arround that from the start.
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Map looks dope, good luck to you all ?
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Spoiler
Map is looking good!
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Hey here's some of our progress. The map is coming along nicely and hopefully it will be in a playable state by the deadline ?
A sizable part of the map is still fully greyboxed so we're working to finish that up. We're also thinking of ways to colorize it or add more contrast because right now it's looking a bit flat. We'll probably go with black marble elements with white/gold writing on them. And some more overgrown stuff by the coast.
Spoiler [Blocked Image: https://i.imgur.com/PzYw1KA.jpg]
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Maybe more lush vegetation in areas can add color?
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Great stuff, really nice shapes

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? great stuff! Perhaps some edges of the 'Corinthian' pillars (I know they're not exactly the same, but you get my point) could use a tiny bit more grime, they kinda look too much the same tone of color. But since you already know about that, I don't have more to say!
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