Low-detail shape up of my left-side mid for DE_FongHuang. Still has to look more worn out and messy.. construction sites are never that clean. ![]()
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Low-detail shape up of my left-side mid for DE_FongHuang. Still has to look more worn out and messy.. construction sites are never that clean. ![]()
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wonder what it really does...
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So hyped. No expectations of course!
Looks amazingly good and well-coordinated (in terms of looks, lighting and design) Bram.
This is plainly classy at this stage.
Unfortunately cannot get past warmup round on the demo of de_fonghuang_a3, but the !fb comments are definitely giving enough to have an impression of the playtest. Thanks for playing and your critique. ![]()
Update on the workshop with new screens, some major (gameplay) changes and hopefully a mapcore playtest soon. ![]()
I changed from orange to grey dev textures to have the map lit better for the time of crucial gameplay testing.
Sci-Fi is the new WWII.
I am not sure about this. I just had to fill in the website of the university and it worked out.
You can get a 3-year free version as a student from Autodesk's site (you can use the complete Creative Suite including Maya).
Quote from DosenttiSince I'have gotten no feedback at all I guess the map isn't very good is it?
Just say that it's at leas ugly.. -.-'
worst reaction ever. Seriously. ![]()
I'm not sure why people post their stuff they definitely want to improve on (as you said, the playtest is still coming) in the Finished Work section. Haven't seen this for the first time.
The looks are way to sterile, especially in the indoor sections. That wood texture is craving for attention but it has nothing to accompany it's desire. Look at some of the indoors of maps that are official or were in one of the operations. Get a feeling for colors, that work together. You've done it right e.g. in the barn and the brick archways, but the piggery and the office (or house, whatever it's called) just look way off.
I had a quick look on the map and it plays well, there are just some areas that have just too much access and/or cover.
Bombspot A seems more balanced in this manner, the only thing you should rethink is actually having the bomb plantable in that wooden bell tower. You can only access via duck jump from the front of it, making it really easy to defend from one of the windows in the house (and for that purpose I think you should remove the one in the bathroom/sauna/whatever). Either lower the base or make the access into the tower easier. I like the way you can access that spot as a CT (which is jumping over the fence) but still have a good rotation point over the CT/MID/A Connector thingy. It's just very much to watch to see enemies incoming, it is probably a mess to defend since the Ts can also jump on the house just before the fence from T-side with help of the house.
Water texture wasn't working for me in the pool btw, not sure if anyone else can confirm. It was just nodraw.
Bombsite B and the surrounding barn is freaking huge. You can set up the bomb and go hiding somewhere, there are so many possibilities. Too many in my opinion. Try to break down the bombspot into something more easier with less but more thoughtful cover and areas where you can watch and hide.
The piggery as well is just too big, also having connections between all of the halls in there just feels way to redundant, not to say unnecessary. Again, try to break it down into something more memorable and thoughtful (waypoint-wise).
Mid, oh boy! A very heavy mess, a fun one though. And again too many places to shoot from. The entrance leading into the CT Mid is so open and should definitely be refined. I think the upper ways on mid are somewhat useful for rotation between B and A for CTs, but they just offer too many possibilities.
You could go as far as removing the connection between the T-side and the CT-side on the upper level or remove it completely. The mid is definitely not a place to hold, but more of a firefight place, or biased sniper battle of whoever comes first. I liked the little sniper spot from CT side though, you might want to keep that since it gives somewhat of a good position for adjustment when mid gets overrun and you can retreat back into the connector or CT spawn either way.
This could definitely be fun to play with still a lot of adjustments, and perhaps you should also consider deathmatch as a possible mode (if it isn't already).
Have a nice day and keep up the work! ![]()
Alrighty mighty.
Here's some progress, I have been running around for hours and optimising stuff, mainly gameplay-related changes.
I have not tested it with a professional or even random crowd, just had some people running around have them say what they like or dislike about the layout and it was already very helpful.
First of all, here's the workshop link. Feel free to look around and drop some critique:
http://steamcommunity.com/sharedfiles/fi…s/?id=420386869
"Booo, it's still covered in dev-textures."
And I will have that until I have no reasonable doubts about the gameplay.
Nonetheless, here are some screenshots (you can also see them on the workshop).
Greetings,
Deathy
Haven't noticed this until now, I am kinda working on a similar idea, urban chinese theme, with a tad different touch tho. This is looking really good. Keep up the great work! ![]()
Hello there fellow mapcorians,
since I am having a serious take on this map (saying this at an early stage is pretty foolish), I will be using this thread to show some unregular progress of my CS:GO Defuse map.
DE_FongHuang on the Workshop (current version a5)
Screenshots of the updated, current version can be found down below or in the workshop.
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Any comments regarding the layout/waypoints/gameplay are heartily welcome.
For the final look, I am planning to have a modern, chinese, slightly dystopian look in a city, that is torn apart between old buildings being destroyed for replacement, buildings in construction and brand new, finished buildings. Hence the name FongHuang (which means Phoenix). Not sure about the 3d Skybox surroundings yet though.
Theme research here:
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I watched Red Sorghum (a chinese movie from 1987) and skipped through Still Life (2006) for some theme research and inspiration.
The first is a more traditional, countryside, banal theme, the latter a modern chinese approach with focus on industry, city and some uninteresting life stories. ![]()
Finally that Watchever subscription paid off.
Here's an overview of a CS:GO map I've had lying around for over half a year or so. They layout is based on an unreleased map for CS:S called de_shiva. I've already changed some of the waypoints, so e.g. you have three access points to every bomb spot.
I am just not sure, whether CTs have overpowered access to the spots since they need half or less than half of the time the Ts need.
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Any feedback regarding tactics/waypoints is appreciated. I know it's a tough goal, but I plan to have this ready till 8th/9th.
Cover and stuff is not placed properly yet.
Psy: Definitely continue it. Might be interesting to see it finished. ![]()
Quote from DrywallDreamsI wouldn't be so sure, Oculus has Facebook cash and the smartest graphics dudes out there. Plus Valve lost most of their VR guys to Oculus. I wonder if they're still working together.
That's a point there. Doesn't mean there are not enough fresh brains to compensate the losses though.
Let's see, what they have to show on 3rd March and this year in general.
I smell another market domination by VALVe.
First there was digital distribution, here's the new deal.
I am sure HTC+VALVe are the right guys to tackle this properly.
/me sets a reminder so it doesn't get lost in the vast nothingness of space.
Started with Castle Season 1 today.
Need new stuff, since The Mentalist's final episode is out. ![]()
It was fun to scroll through the thread seeing three guys defending a game that states "love it or hate it".
From an art point of view: Surely this is game art. But just let the people have their opinion about it.
I think everyone (even the youngest ones, who might not be allowed this game yet) understands the difference between real violence and game violence and there is no point in pointing it out with comparions. We get it: You like the game, others don't.
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I won't get to buy it legally in Germany anyways. They've put Dying Light on the index list which has at least some sort of comprehensible background and game mechanics. With this game: forget it!
Still, this will sell like shit 'n' doughnuts.