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I wrote about this for my history paper but I never expected it to look this nice ?
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Long time no see! I finally got around to slap somewhat of a layout together, after not having my PC equipment due to moving country.
I wanted to keep the layout easy to read and learn, while at the same time, adding a few unique twists to it. Mid control should offer both teams with valuable information and options to attack/defend. I am still fiddling around with some of the timings, but I hope to upload the map to the workshop and have a playtest soon. For now, I leave you with some screenshots from the current state.
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Finally got time to finish up a playable version, which is uploaded to the workshop now: https://steamcommunity.com/sharedfiles/fi…/?id=1984227885 - Feedback is highly appreciated! Let me know what you think. I hope to have time to schedule a playtest soon. Might make some few changes according to initial feedback first tho.
For now I'll leave you with some more recent screenshots:
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After the MapCore playtest it was clear that a bunch of changes needed to happen. Mid seemed to be a big problem because of misjudged timing. In addition a lot of the one-way drops that can be overcome with skill jumps seemed to disruptive to the flow. Furthermore people complained about A-Site a lot, so I gave it a complete overhaul. Time is running low, and I am worried about finishing this project in time. However I will try my best and keep going. Workshop update is still pending on approval, but here is some progress:
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Cheers
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More progress: This time I focused mainly on the bomb sites themselves since they felt a little boring and one-dimensional. I added a bunch of cover, especially more half-cover and added a bit of height variation to spice things up a little bit. I also started working on custom art assets, but those are still in heavy WIP. New version is available on the workshop if you'd like to check it out: https://steamcommunity.com/sharedfiles/fi…/?id=1984227885
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Slowly starting to art this baby up - Still figuring out the style that I want to go with and am comfortable with in order to finish the map in time ?
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The screenshots youve shown have really nice lighting and it looks to be a very interesting theme, I hope this map gets done in time.
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I love those arches at the balconies! ?v?
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looks super nice!
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Wow, keep it up!
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Can you feel the crunch?!

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Quote from Tynnyri
4 hours ago, Tynnyri said: Seems great but if you look at the ceiling it looks weak. Good way to notice these things is by flipping images horizontally. Adding some wear and tear, props and height change will bring it long way towards being more detailed.
The content cannot be displayed because you do not have authorisation to view this content. You dont really need much details on the ceiling. In fast paced games that are competitive all of the attention span goes towards crosshair level and below. Even in singleplayer games players tend to look below the crosshair level rather than above it.
Cool technique with flipping the screen but it wont help much with game like counter strike. You won't have anything that is strong on the ceiling like rugs or props are on the ground.
In my opinion this whole room lacks something dark at the bottom. A darker trim would help to bring the silhouette of the room, hence guiding the players.
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Thanks for the input! That's great
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Quote from Tynnyri
55 minutes ago, Tynnyri said: Honestly this response makes little sense. You don't add detail for gameplay in CS except for nade line ups, and those less about detail and more about some pixels in textures. Flipping images comes from drawn art where artists put their art upside down to see areas with not much focus and detail. For the artist, they've been working on a project for so long it is difficult to find problems. Flipping images give you a new perspective. Half of your screen is the ceiling. No matter how much you add to the floor, half of the canvas stays featureless. Go into any map and you will see that indoor areas have props, geometry and decals you never noticed on the ceilings. But the fact that you never noticed it is the point: If it was just one texture, it would look bad and you would notice that. You should really run around maps like Office, Inferno and Inferno. Good maps for ceiling inspiration. Especially for your theme.
Either read my reply once more or just give up on trying to understand what others have to say.
Edit:
Ceiling so detailed I can barely see it.
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this map just looks so nice man! i like everything about it
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After a tough crunch time and several screenshots flipped, I can happily present my submission for the contest: https://steamcommunity.com/sharedfiles/fi…/?id=1984227885
There are a few areas (specifically custom content) where I would have liked to get some more work in, but since I did a solo run, I had to settle on something manageable. I am happy with the result, and hope you guys like it too
I'll leave you with some screenshots.[Blocked Image: https://i.imgur.com/8gbimVS.jpg]
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And some more:
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