Thanks a lot!
Posts by Squad
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Dammit.
Well, it's really really minor, so I'll just take care of it in the next update.Cheers for pointing that one out

And thanks everybody for the support!
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I was looking forward to this

Congratz on the release!
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de_zoo by Squad and Yanzl
A bomb defusal map set inside a San Franciscan zoo.
Terrorists are on a mission to bring mayhem to the Bay Area Zoo.
----------------- Models and textures by Yanzl. Additional models and textures by Rick_D ( editpoly.net ) and Skybex ( skybex.com ). Special thanks to everyone that in one way or another contributed to this level. Download and support the map at the Workshop link
Thanks!
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The best way to do this with brushes would be to use func_instances.
Here's a link that pretty much explains how to do it: by KFS.
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The B sign used to point towards the right side, but I switched it over for the reason Vaya mentioned.
Maybe I could have the B sign lying on the ground as it broke down, coincidentially pointing towards the zookeepers' area?
Anyway, for now I'm going with regular sprayed letters for player guidance and the signs will be mostly decorative.
There is a paintover on a map of the zoo near T spawn, tomm.
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You get a bonus respawn if you bump it!
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I'm taking into account nade throwing and LOS when placing these signs. We'll see how playtesting goes with them

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How's this? Any better?
Don't mind the env lighting btw.
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So what about ScreaM? Apparantly he was the only one not aware of the matchfixing ... anyone knows if he got a 1 year ban too?
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Thanks for the feedback everyone!
Quote from clankill3rNo exit sign?

How is the gameplay on this beauty?
Here's the current overview, in addition to the video El_Exodus posted. Ts spawn left, CTs on the right side. The blue area is to tell upper and lower floor apart from each other.
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Quote from MarcemAlso, sticking a few arrows next to a map is a little odd looking. I think you should choose signs or maps. Maybe hanging signs inside, maps outside.
They might look weird indeed standing right next to each other, but I do think both can be used in the same environment. Maps (so called "Orientation Panels") are put on central locations, whereas signs ("Fingerpoints") should be put on intersections.
I like the idea for hanging signs inside
Quote from SpherixThose directional signs look awfully huge in comparison to the tiny pole they're attached too, a bit flimsy perhaps.
I'll replace it with something more solid. It should also help in making the signs appear a bit smaller/overwhelming.
Quote from clankill3rMaybe you can use a condensed font. To make the signs a little smaller.
Not sure what you mean with "condensed font"
Is it like a horizontally squeezed font? -
Quote from will2kDisplay More
As everyone mentioned, CryEngine and UnrealEngine should be good choices for urban landscapes.
If you're feeling a little adventurous, you can still use Source
since the overall size is only 3 times the size of dust2.Of course, you would need to have many props to circumvent the brushwork limit in Source and you would need solid optimization to render only necessary parts of the map and avoid fps slide shows but it's doable if other engines are not an option at the moment (licensing fees, no time to learn, etc...)
Good luck
In the case of Source, you should check out some of the custom maps for Garry's Mod. There are enormous levels (outdoor, city, you name it) for it on the Workshop.
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Quote from 3Dnj
I don't think it's true, if the bounding box of the props is in a leaf, then it's draw.
3Dnj is right.
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Quote from FMPONE
Can I say something a little controversial here?
I don't like the signs :X I also don't like that they're attached to a light-post pole type of thing. I think it will annoy players, and it doesn't look too sharp either. Furthermore, I don't think they actually would aid in player navigation since they're so overwhelming to look at.
I think a simple plaque and/or something attached to a nearby wall would be far superior.
Off course, the topic is here for feedback

The idea behind the signs was generally this: players should only take into account the red signs (A and B), the others are just eyecandy/ambient atmosphere.
I agree they'll probably come across overwhelming or even a bit unclear to players (at first?).
The method of putting navigational aid on this map is arguably what has been discussed most, which I didn't expect beforehand

Thanksf for the feedback!
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New signs, signs and signs!

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Quote from SpronyvanJohnson
America is one of the nicest places to drive. Absolutely loved it. If you want bad traffic, go to Eastern Europe Belgium or Paris

Fixed

So far my (driving) experiences in Eastern Europe were pretty pleasant. As in a lot of countries (other than Belgium), people tend to abide by speed limits and stuff and generally don't completely suck at driving.
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Looking forward to a playtest! I like the setting, feels freesh in CSGO

A bit offtopic, but did I miss something or are 3Dnj and you also still working on de_highlands?
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