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[CS:GO] San Juan

  • Radu
  • January 24, 2022 at 9:04 AM
  • Radu
    • January 24, 2022 at 9:04 AM
    • #1

    What's up, Mapcore? It's your boi, Radman, with some fresh mappa. I finally got around to officially releasing it on the workshop. It's been a while in the works, still has a few rough edges to smooth out, but just wanted to get it in people's games for the moment.

    Steam Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=2728946194


    [Blocked Image: https://i.imgur.com/bcJ1JaH.jpg]

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  • blackdog
    • January 24, 2022 at 10:37 AM
    • #2

    I love the view over the battery.

  • Serialmapper
    • January 24, 2022 at 8:51 PM
    • #3

    It feels a lot like home ?. Finally an original (not infierno-like) theme.

  • Human Doctor
    • January 25, 2022 at 4:39 PM
    • #4

    I like the purple room and the fort. They have unique personality. Other areas feel a bit sterile. The buildings don't look like they're lived in. The balconies are empty and the opened windows look like they're boarded up (maybe use a brighter curtain texture). You've furnished the fort with grass where the walls meet the ground and you've done it in some places around the streets, but the 6-th shot in particular looks really bare in that regard. Also, it might be just me, but I wouldn't suggest using graffiti from Valve maps, especially loud ones like the OneUp. It's immediately recognizable. And when people see it, they might start looking for other assets you've borrowed from other maps.

  • Radu
    • January 25, 2022 at 5:18 PM
    • #5
    Quote from Human Doctor

    34 minutes ago, Human Doctor said: I like the purple room and the fort. They have unique personality. Other areas feel a bit sterile. The buildings don't look like they're lived in. The balconies are empty and the opened windows look like they're boarded up (maybe use a brighter curtain texture). You've furnished the fort with grass where the walls meet the ground and you've done it in some places around the streets, but the 6-th shot in particular looks really bare in that regard. Also, it might be just me, but I wouldn't suggest using graffiti from Valve maps, especially loud ones like the OneUp. It's immediately recognizable. And when people see it, they might start looking for other assets you've borrowed from other maps.

    Yep, those are all things I am looking to address in the future updates.

  • Serialmapper
    • January 25, 2022 at 8:29 PM
    • #6

    My short feedback (i guess you are already aware of these problemitas), pero bueno, here it is.

    Here a player can get stuck/cannot pass by the palm and the chairs.

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

    I would add more depth to the skybox (the corners are visible), if your intention is to depict an ocean. Also i would change the water material (the border between the map and the skybox it's obvious)

    [Blocked Image: https://i.imgur.com/CJyjG6k.jpg]

    There are two suns on the sky (tatooine like :P ), either delete the sun sprite entity or change the sky material entirely to one without a sun that can allow you more freedom of light angle choice.

    [Blocked Image: https://i.imgur.com/k3ezr0H.jpg]

  • Radu
    • January 25, 2022 at 8:47 PM
    • #7

    Didn't know about the palm and tables! The rest are on the to do list. It's funny that you're the first person to notice the two suns ?

  • Radu
    • January 30, 2022 at 4:31 PM
    • #8

    Do you guys like stats?

    [Blocked Image: https://i.imgur.com/0mekhPx.png]

  • Freaky_Banana
    • January 30, 2022 at 4:32 PM
    • #9

    I love stats, especially when they are this nice to see!

  • Byron
    • February 1, 2022 at 11:01 AM
    • #10

    Love the setting, areas are unique from one another whilst having a consistent theme. My minor gripe with the gameplay is the clipped half wall, especially at what I would call Long A. I think it's almost a missed gameplay opportunity not to be able to walk on top of it with the risk of falling to your death. On top of that, it just doesn't read well to have a wall that looks climbable, not to be. Otherwise, looks great, angles obviously well thought out and play tested :)

  • Radu
    • February 1, 2022 at 11:57 AM
    • #11

    Thanks for the feedback! Yeah, I actually planned to have that climbable, as well as T spawn, but didn't want to deal with making the bomb teleport back if a player jumps with it to their death or just throws it. It's probably a simple setup, something to look into for a future update.

  • -HP-
    • February 2, 2022 at 3:58 AM
    • #12

    The map looks amazing dude, makes me want to play CS again. Also, those stats are awesome, ~45/~55 win rate are also my favorite maps in any pvp game.

  • Guest
    • February 4, 2022 at 5:27 PM
    • #13

    I really loved the spiral staircase in the ruins, I can just imagine so many cool clutch scenarios on that bombsite ?

  • Radu
    • February 6, 2022 at 5:03 PM
    • #14
    Quote from -HP-

    On 2/2/2022 at 5:58 AM, -HP- said: The map looks amazing dude, makes me want to play CS again. Also, those stats are awesome, ~45/~55 win rate are also my favorite maps in any pvp game.

    Thanks! Some of the Overwatch maps like Havana and Dorado were a main source of inspiration while working on this. And of course, TK's video on the power of simplicity.

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  • -HP-
    • February 6, 2022 at 9:58 PM
    • #15

    Yeah man, if you there's anything more specific I could help ya, how we tackled shapes, lighting, color or anything really just lemme know dude.

  • Serialmapper
    • February 18, 2022 at 4:19 PM
    • #16

    I see your map every day from my job https://ibb.co/WHndRTC

  • Radu
    • February 20, 2022 at 2:58 PM
    • #17
    Quote from Serialmapper

    On 2/18/2022 at 6:19 PM, Serialmapper said: I see your map every day from my job https://ibb.co/WHndRTC

    lmao pretty close to the references I used

    [Blocked Image: https://i.imgur.com/L402q8j.jpg]

    Also, more stats for the stats obsessed

    [Blocked Image: https://i.imgur.com/FAwGR1b.png]

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