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  4. [CS:GO] Exotic Places Mapping Contest

Chlorine

  • Lizard
  • January 27, 2020 at 10:20 PM
  • Thewhaleman
    • February 5, 2020 at 5:45 PM
    • #41
    Quote from zombi

    23 hours ago, zombi said: It's really cool! Give me more

    There might be more in the future, plan on sketching up some stuff for future updates on the map. I think there are a lot of visual improvements to be made.


    Quote from JackT

    On 2/4/2020 at 2:27 AM, JackT said: I'm in love with the grey colour palette used. Please give tips on creative process. Would love to incorporate this workflow into my next map. Also, what is the pipeline for processes like modelling and textures?

    The general idea of the sketches are to understand how theme can effect the layout. Which is very important when you're in a collaborative effort with another person. I'm not very good with explaining my ideas with words, but I find drawing allows me to better understand the possibilities of the theme, and then start conversation about them to the people I am working with. Most of what I drew was not used, but influenced the future decision we made. We pretty much used them the same way you'd use reference photos. I should probably say I don't think sketches are always needed, but more ambitious the idea the more you should be trying to visualise ideas before hand. I just come from a more traditional art background so drawing feels like a decent way to express ideas. The workflow for assets was pretty straight forward. Models generally went 3dsmax > substance painter. The sculpts were a bit more complicated since most of them need to work with existing brush work. In those cases it went hammer rough blockouts > import to 3dsmax > new blockout > import to zbrush > import to 3dsmax for retopology/unwrap > painter for bakes and texture. Normal textures were substance designer for the most part, I also ended up leaning on heavily modded textures.com photo scans.

  • That50'sGuy
    • February 6, 2020 at 12:00 AM
    • #42

    I love the way it looks! Mainly because I'm such a sucker for abandoned places, heh.

    The way the temple themed water park so easily blends with the decay is fabulous! I even love the little details like how the tarp at CT spawn is more faded on the side that faces the outdoors.

    Not to mention that I love how eerie the map is too! Not only does the decay look scary, but the theme has a brilliant element of Fridge Horror too (Which means, something that's scary when you think about it after). Since when you really think about it, the place is probably super toxic (Chemicals + mold). Plus, the speaker at T-Spawn still working is pretty creepy to me. And the idea of being there is quite terrifying. I guess I should be glad that the water pumps aren't running. That'd be a nightmare-inducing sound for sure!

    (Side note: Something that's sorta Silly-Scary is the thought of who on earth is paying for the electrical bills? I doubt that the single generator at T-Spawn could power the whole place... And furthermore, who or what has been replacing the burnt out torches and lightbulbs... I know not ALL of the lightbulbs would be burned out, but there's a suspicious amount that are still on, and it scares me ? You did a great job with making the atmosphere!)

    Only thing I'd like to mention is that this puddle seems to be magical, because it's floating. Heh.

    Spoiler

    But either way, it's an awesome map! I love the scariness of it and I can't wait to play it more soon! Great job!

    (P.S. I really want a can of that Pop Dog soda from that machine at CT-Spawn. Even if it was expired and tasted like the rotten water that's still in the park)

    Spoiler

  • Vaya
    • February 8, 2020 at 6:08 PM
    • #43

    love this map, probably my favourite ...left...in the contest. Layout has a great flow and art is top quality while not getting in the way of gameplay.

  • Brakuren
    • February 11, 2020 at 9:37 PM
    • #44

    I love how you can shoot the top of the temple and how when the bomb is planted on B the lights flash! Some of the clipping on rocks is a bit weird and can nag at me sometimes, and I think that the tunnel labelled "no trespassing" has a window that is a bit too op for T. It seems on this map T mid control is a bit op, with Ts always having a height advantage if they take mid. While on the other hand holding mid as CT is a bit tough because you can easily be smoked off or flashed.

  • Lizard
    • February 15, 2020 at 4:49 PM
    • #45
    Quote from That50

    On 2/6/2020 at 1:00 AM, That50'sGuy said: (Side note: Something that's sorta Silly-Scary is the thought of who on earth is paying for the electrical bills? I doubt that the single generator at T-Spawn could power the whole place... And furthermore, who or what has been replacing the burnt out torches and lightbulbs... I know not ALL of the lightbulbs would be burned out, but there's a suspicious amount that are still on, and it scares me ? You did a great job with making the atmosphere!)

    Hi! Super glad you like the map :) People need to realise that abandoned can mean it was close to being finish but investors run out of money and couldn't finish the whole project hence working lighting and not much of a human activity visible there. Torches are artificial and have a small gas pipe inside providing the fuel :D Thanks for your feedback once again!

    Quote from Vaya

    On 2/8/2020 at 7:08 PM, Vaya said: love this map, probably my favourite ...left...in the contest. Layout has a great flow and art is top quality while not getting in the way of gameplay.

    Thanks man! ?

    Quote from Brakuren

    On 2/11/2020 at 10:37 PM, Brakuren said: I love how you can shoot the top of the temple and how when the bomb is planted on B the lights flash! Some of the clipping on rocks is a bit weird and can nag at me sometimes, and I think that the tunnel labelled "no trespassing" has a window that is a bit too op for T. It seems on this map T mid control is a bit op, with Ts always having a height advantage if they take mid. While on the other hand holding mid as CT is a bit tough because you can easily be smoked off or flashed.

    The reason why it's so hard for CT to play mid is that they have super quick rotation time to both bombsite. It might be too hard for them just now as you pointed out. Will look into this in next gameplay update! Thanks.

  • zombi
    • February 19, 2020 at 10:33 PM
    • #46

    I don't know if this wall is needed at all. I know why you put it there, but I 'm not sure if it makes sense for gameplay. As TT this part of map was chaotic for me. Maybe I'm not enough experienced (only 2 matches on map), but these are my thoughts to analyze for you.

    I think holding B site as CT might be too easy. It was easy to pick and I could play long time passively on bombsite. Maybe I'm wrong but these my impressions.

    Mid looks really interesting I will try play more here. Maybe add semi-hard jump to window as TT? This window wasn't used often when I was playing.

    I really like this map, but I think people like more Anubis because it's brighter than your map. I compared these two maps because I think they will be finalists in the contest.

    Wish you all the best, boys and hopefully we will see this map officialy in cs :)

  • Brakuren
    • February 20, 2020 at 5:41 AM
    • #47

    Found some bugs

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  • Lizard
    • February 20, 2020 at 9:20 AM
    • #48
    Quote from zombi

    9 hours ago, zombi said: I don't know if this wall is needed at all. I know why you put it there, but I 'm not sure if it makes sense for gameplay. As TT this part of map was chaotic for me. Maybe I'm not enough experienced (only 2 matches on map), but these are my thoughts to analyze for you.

    I think holding B site as CT might be too easy. It was easy to pick and I could play long time passively on bombsite. Maybe I'm wrong but these my impressions.

    Mid looks really interesting I will try play more here. Maybe add semi-hard jump to window as TT? This window wasn't used often when I was playing.

    I really like this map, but I think people like more Anubis because it's brighter than your map. I compared these two maps because I think they will be finalists in the contest.

    Wish you all the best, boys and hopefully we will see this map officialy in cs :)

    Display More

    Hey! Thanks for the feedback, really appreciate it.

    The reason the wall is there is to force CT trying to hold A upper to get out of the small room there and expose themselves to possible A site lurker. Might be too deep of an angle to check? Will investigate.

    On B bombsite there is an easy way to pop flash and smoke bombsite from sneak area. I don't think people use that often but it helps a lot since the bombsite itself is a big open area.

    We are also working on making the map a bit brighter :D

    Thanks!

  • Lizard
    • February 23, 2020 at 7:03 PM
    • #49
    Quote from Ringel

    On 2/21/2020 at 1:56 PM, Ringel said: I like the custom playerskin! It makes the model much more visible. But due to the many poorly lit places on this map even this playerskin is hard to see on them. A few of those places with bad, up to very bad visibility can be found here:

    http://# Reveal hidden contents The content cannot be displayed because you do not have authorisation to view this content. The content cannot be displayed because you do not have authorisation to view this content. The content cannot be displayed because you do not have authorisation to view this content. The content cannot be displayed because you do not have authorisation to view this content. The content cannot be displayed because you do not have authorisation to view this content.

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    Display More

    Hey thanks for your feedback! Working on visibility issues right now.

  • Brakuren
    • February 23, 2020 at 7:58 PM
    • #50

    Link of Warowl playing this map: https://www.twitch.tv/videos/550949373?t=02h25m13s

  • Lizard
    • March 29, 2020 at 10:42 PM
    • #51

    Hi guys I have pushed an update today.

    - Boosted up ambient lighting to make map brighter - Toned down red color on environment light - Added wooden plank on CT mid main to make players more visible - Added light source on route to A from CT spawn to make this area brighter - Updated radar image with new colors


  • Wintrius
    • April 1, 2020 at 1:06 AM
    • #52

    Congratulations on getting this into the game!

  • Lizard
    • April 1, 2020 at 7:19 AM
    • #53
    Quote from Wintrius

    6 hours ago, Wintrius said: Congratulations on getting this into the game!

    Thanks man!

  • filous
    • April 3, 2020 at 12:16 PM
    • #54

    Hey heres my piece of feedback!

    First I've experienced this bug when I played some scrimmages on it. The eyes are missing a texture when the bomb is planted (its ok when the bomb is not planted).

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

    Next, this place felt really overcomplicated, I would personally remove the wall with the entrance altogether and just kept the staircase leading to the upper A.

    [Blocked Image: https://i.imgur.com/6NMwJ4L.jpg]

    Still, congratz on getting this into the game! Its a nice map and had fun on it so far!

  • Lizard
    • April 3, 2020 at 2:21 PM
    • #55
    Quote from filous

    2 hours ago, filous said: Hey heres my piece of feedback!

    First I've experienced this bug when I played some scrimmages on it. The eyes are missing a texture when the bomb is planted (its ok when the bomb is not planted).

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

    Next, this place felt really overcomplicated, I would personally remove the wall with the entrance altogether and just kept the staircase leading to the upper A.

    [Blocked Image: https://i.imgur.com/6NMwJ4L.jpg]

    Still, congratz on getting this into the game! Its a nice map and had fun on it so far!

    Display More

    Thanks man!

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