Nice map! I've just left some feedback in playtest thread based on the few rounds I've played ().
Posts by Deh0lise
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I casually found mapcore server playing de_print and joined (and left the last round -sorry guys). The ambience is really cool, there are a lot of details (even a mouse) and light is nice (specially the contrast with warm light on A and the blue light reflected on the ground, which gives the sense of cold).
It is fun to play and there is a lot of action, but I felt too insecure as CT. In bombsite B I felt surrounded by Ts, they can come from two closed doors easily, without much risk, and if they take the one outside they can peak through a small window that gives them a big advantage. It was hard for me to predict where they would come from some times, but I guess knowing the map well and playing with a team (with mic ad cover positions established) does help a lot. I think a box (or metal plate) on platform fence, close to the upper metal red structure, might prove useful to control the first B door. I guess covering positions are one metal window, and two truck, one looking the door and the other one long B route.
Bombsite A is also nice for Ts, there are two different routes (+vents), and I guess cover positions would be window and platform (or corridor), as there is not enough cover closer. For my taste CTs need another box to cover their legs, just like Ts in the long route (they've got a wooden box in the longest route and stairs). Window spot is nice to cover column route, but I'm not sure about how the CT there would handle vents + column attack, or even two vents.
Overall a great map, it is faster than most de_maps, as the size and the two vents reinforce switching bomsites fast and make it more action paced.I really like it and I'd play it again if I had the occasion, so nice one

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Quote from FMPONE
Looks nice. A little ambiguous in terms of what the environment is, other than a deserty-facility, but it's pretty solid. I think the vents are a pain to navigate personally. Best of luck.
Yep, ds- in steam forums just told me so. I'll add site signs inside for those playing the first time. Once known the map layout it is quite easy.
Just for those who are going to play it: 1) Following T vents till the end leads to B, the rest (two) are exits within the route. 2) vents on roof lead below B, serves mainly for faking strategies.
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Ok, the time has come to post here. Last time I was at mapcore it tended more toward UE3 than Source, but as CSGO seems to have revived interest in Source in Mapcore (v.g museum, favela, etc) I can't miss this post. Hope you guys don't mind.
I've just released de_rust_b2 for CEVO/GB contest and I'm searching for feedback to improve it. Gameplaywise it suffered many modifications since b1 and although I think they are an improvement, rust really needs an intense test to find out.
Visually de_rust sticks with the simple clean textures look with few props to ensure players will spot others fast and keep a high framerate. I may add few pebbles and broken bricks here and there in a latter release, but in any case it will look similar.
The Layout doesn't follow the standard eight pattern and may confuse some players at first. Bombsite A (rocks one) is quite clear: T get in from cave or mid, and CT hold on catwalk or plataform. On the other side, bombsite B is more a secondary bombsite, it takes a bit longer but offers many sneaky ways to reach it: straight vents route, roof vents, or even smoke mid and go ctspawn b (controlling support going B aiming bridge windows). Strategically I think it offers many original ways to cover (v.g B from up or down bombsite) and attack (v.g smoke mid and boost teammate A plataform on broken wall spot).
Additionally, there are many surfaces you can shoot through (even walls), which does give some good players a big advantage (v.g cover B shooting wood, or below shooting though grate when you see the shadow of a CT defusing)
Download:
http://csgo.gamebanana.com/maps/173647
http://steamcommunity.com/sharedfiles/fi…s/?id=139343158
Some screens:
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Hope you like it!
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Sry but I will never be able to ignore pink/purple lights. Tweak the linear setting.
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I like the yellow light, but the purple light doesn't fit imo, it reminds me to a brothel

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That water close to the point can be frustrating for many players.You'll better test it soon with some people!
P.S info_light maybe?
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Great map, even fps wise seem to be very good. GJ!
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Looks cool but I dislike that red light, maybe if it was more yellowi/orange or maybe not too strong it will look better

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That's superb!
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Some sketches I've done, nothing special at all;
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I tested it alone and it looks superb, I love its feeling. Good job, looking forward for that css version!!
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Looks good judging by the screens but if you are releasing another version make those trees in a different height/angle so it doesn't look so artificial, that tree lines are killing me xD
Good job ^_-
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The speakers prop seems out of place, and the grass sprites will be cooler with a darker color imo. But overall it looks very good ^_-
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Looks good and hdr will make it look incredible but i dunno if the layout will work with big streets, have you got any screen of the layout?
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Try increasing the water texture size.
P.D Looking nice btw ><
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I haven't tested it yet but I love that blue light, what I don't really like is the plants texture. I'll try to test it as soon as I can

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Nice idea, I like it very much!
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Quote from Neil Squibb
Nice one. The problem with maps like this is that it means I have to step up my work to make my stuff look nearly as good. At the moment I'm failing.
Are those custom textures you used? Some of the walls in the screenshots look really sweet.Only radar is custom, the rest is all default content, I was just learning hammer while mapping this, my next map will be custom and I'll try to learn some XSI & more photoshop for custom models/textures

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Lovely custom models!! Just improve the lighting and add some light models etc. It could look even better!