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  4. [CS:GO] Exotic Places Mapping Contest

Jingshen

  • El_Exodus
  • January 31, 2020 at 6:41 PM
  • El_Exodus
    • January 31, 2020 at 6:41 PM
    • #1

    Welcome to Jingshen!

    Jingshen is a fictional small village in the beautiful landscapes of Asia. It may seem like a quiet and peaceful place - but watch out! There is trouble on the way to bring mischief and destruction. It won't be quiet anymore very shortly.

    Jingshen is a bomb defusal map which was designed to deliver a unique playstyle while being just familiar enough allowing new players to pick it up quickly.

    Brought to you by @Freyja (Environment Art), @Lefty (3D Art) and @El_Exodus (Level Design)

    Download the map here: https://steamcommunity.com/sharedfiles/fi…/?id=1984637676

    Overview:

    More Screenshots here:https://imgur.com/a/nOCp3ls

  • JorisCeoen
    • January 31, 2020 at 7:19 PM
    • #2

    I knew it ? nice work guys, I really like the theme!

  • SirSnail
    • January 31, 2020 at 7:40 PM
    • #3

    It looks really nice! Love to see more Asian themed maps, I'll check it out and update with my thoughts here!

  • OrnateBaboon
    • January 31, 2020 at 7:41 PM
    • #4

    Nice map! Easy to learn, with enough options to remain interesting. Great theme as well. I found some issues.

    This is really nice, but maybe you could have some boats here or something to make it look like the Ts arrived by them.

    This wall texture is really old. I think it is a HL2 floorboard texture. For those who recognise the asset - it was also used in CSS and DOD, it looks strange.

    Shadow issue.

    Tree on the right pops in and out of view.

  • Wintrius
    • January 31, 2020 at 8:52 PM
    • #5

    This entry's atmosphere is extremely well done, I am definitely a fan. My only suggestion would be to add some more small details; as it's a bit clean. I also feel like the floor areas (such as the stones) could pop out a lot more with color and detail. Otherwise, the custom work that is there is incredible. Anyway, I'm sure more polish is to come after the competition. Good luck!

  • Freaky_Banana
    • January 31, 2020 at 11:57 PM
    • #6

    I also really enjoyed walking around the map! Nailing the use of rocks and foliage all over. However found some weird things here or there:

    opinion: To me the temple looks a little visually confusing. It has many different very dark colors and is not particularly well lit. For this reason to me it wasn't very appealing as a path and also quite hard to know where encounters with the enemy might be in terms of depth (lack of shadows because dark) (probably relevant for retakes). A simple light in the temple should fix this.

    When running into this cratestack it bumps you up onto the lower of the two crates. Maybe just make nonsolid and use clip brushes?

    The window is really hard to see. Hard to imagine a CT's head will stand out very well against that background. Might also be frustrating to players who don't know the level that well, because it is in a sort of unexpected spot.

  • El_Exodus
    • February 2, 2020 at 6:16 PM
    • #7
    Quote from OrnateBaboon

    On 1/31/2020 at 8:41 PM, OrnateBaboon said: Nice map! Easy to learn, with enough options to remain interesting. Great theme as well. I found some issues.


    Spoiler


    This is really nice, but maybe you could have some boats here or something to make it look like the Ts arrived by them.


    Spoiler


    This wall texture is really old. I think it is a HL2 floorboard texture. For those who recognise the asset - it was also used in CSS and DOD, it looks strange.


    Spoiler


    Shadow issue.


    Spoiler


    Tree on the right pops in and out of view.

    Display More

    Thanks for the feedback! There are actually two dinghys in the water next to T spawn already :D The wall textures are on the list to get an overhaul soon ? The tree and other issues with popping in-n-out objects is fixed, thanks :)


    Quote from Freaky_Banana

    On 2/1/2020 at 12:57 AM, Freaky_Banana said: I also really enjoyed walking around the map! Nailing the use of rocks and foliage all over. However found some weird things here or there:

    Spoiler


    opinion: To me the temple looks a little visually confusing. It has many different very dark colors and is not particularly well lit. For this reason to me it wasn't very appealing as a path and also quite hard to know where encounters with the enemy might be in terms of depth (lack of shadows because dark) (probably relevant for retakes). A simple light in the temple should fix this.

    Spoiler


    When running into this cratestack it bumps you up onto the lower of the two crates. Maybe just make nonsolid and use clip brushes?


    Spoiler


    The window is really hard to see. Hard to imagine a CT's head will stand out very well against that background. Might also be frustrating to players who don't know the level that well, because it is in a sort of unexpected spot.

    Display More

    Also thanks for the feedback! We will continue to work on the lighting, that's for sure. We'll have a look at the gazebo lighting as well then :) The cratestack in mid is now clipped ? I improved the visibility to the window slightly, but there will need to be another visibility pass to ensure the best possible experience for players.


    Keep the feedback coming! We won't stop improving the map until it's the best it can be :)

  • Brakuren
    • February 21, 2020 at 2:03 PM
    • #8

    Link of Warowl playing this map

    https://www.twitch.tv/videos/552029754?t=00h03m11s

  • El_Exodus
    • February 21, 2020 at 8:28 PM
    • #9
    Quote from Ringel

    4 hours ago, Ringel said: Beautiful map! The content cannot be displayed because you do not have authorisation to view this content. Feedback: You got no shoutoutnames because your nav mesh has no placenames. ^^

    [snip]

    Great work guys!

    The place names are on the list, but I currently prioritize my time into improving gameplay. It'll come down the line!

    The other stuff is fixed, thanks :)

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