It might be a cloudy day...? Or no direct sunlight is visible in the picture. Then the whole surface of the window would be the source rather than one specific direction coming through it (I think).
Posts by jakuza
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This might just be me, but I work on something very specific for a while and then use it as the reference for the rest of an area. If you can capture the mood well in one place, you can just replicate it through the rest of your scene using func_detail prefabs, textures, and props.
Also, in CS:GO, I definitely try to let lighting carry the scene. Nice materials and light bounce can go a lot further aesthetically than visual clutter and noise.
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Okay, update time.
A2 sucked majorly, so I've tried to reset and look at this map objectively. I deleted basically everything besides the bombsites and spawns, and reworked the routes. It's definitely not as interesting now, but I'd like to make it work before I worry about that. Here are some timings:
CT:
12 seconds to A
7 to B
11 to statue (middle of map)T:
16 to A
18 to B
9 to statue (slight advantage)I think the fact that the map didn't really have a mid before was really breaking everything, because there were no direct ways to get from one place to another in most cases. Here's the new overview:
[Blocked Image: http://i.imgur.com/stEWXi4.jpg]
I've been working on the look too, and figuring out what assets I'll need. The new reference is Old Town in Edinburgh.
[Blocked Image: http://i.imgur.com/BJoC7Tw.jpg]
[Blocked Image: http://i.imgur.com/tHmmrQS.jpg]
[Blocked Image: http://i.imgur.com/O534rbb.jpg]
Still working on replacing cover objects and getting some nice lighting prefabs, but I like where it's going.
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I'm really liking that tile building on the left. Your textures really mesh. Is the wall with bullet holes a mesh or geometry?
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The Blender plugin works fine. Then just use Crowbar for compiling, because it actually works.
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Really like your lighting, especially those underwater spotlights.
I think you could push the details more, especially in your connectors. More infrastructure stuff like pipes and wiring near the ceilings would be good I think, to keep your floors pretty noiseless. You could maybe also go for more trims on your walls; some still look pretty blocky.
Overall though, I'd say awesome theme and awesome work.
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Could I get the other slot on the 23rd?
Here is the file: https://www.dropbox.com/s/j9dn3t13yl3x…eet_a2.zip?dl=0
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Haha yeah, at first glance I thought the name was some obscure Middle Eastern city.
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Whoa, it's been 2 months. But I think a2 is ready now.
Here is the new mid:[Blocked Image: http://i.imgur.com/Zb6pZvs.jpg]
And here is a new choke door:
[Blocked Image: http://i.imgur.com/5V92oTa.jpg]
New layout:
[Blocked Image: http://i.imgur.com/AD2y74f.jpg]
I'm not very sure about a lot of things in this new layout, especially the new sightlines, but I'm gonna get a playtest asap.
Here are a few of the assets I've been working on as well, for the snowy European vibe (I'm pretty new to modeling so I was super happy at how they came out):
[Blocked Image: http://i.imgur.com/rUI6Qna.png]
[Blocked Image: http://i.imgur.com/Vdm8vmH.png]
Thanks! I will try to update this more often if I can.
EDIT: Here's a link if anyone's interested https://www.dropbox.com/s/j9dn3t13yl3x…eet_a2.zip?dl=0
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I think flipping spawns and trying to reconcile the map would definitely achieve what you're looking for. You'd have to change basically everything to make it work again. Also, I think it's a cool experiment. Creativity is fundamentally problem solving, so this in my mind is just as good as designing something from "scratch"
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I think your texture set works perfectly with the bluish night light, but the greens for me still seem to really clash with the snowy theme. Even the graffiti with greens really distract from the overall color composition imo.
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Can't believe I missed it. Awesome!
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I love this map, but I can't call it an SF skyline without Sutro Tower in the background. It's a really cool landmark, and your skybox would be like 10x better.
Can't wait to see this in next operation.
(Transamerica Pyramid would also be a nice touch)
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So it played very differently from what I expected:
-B timings were off
-mid was flanky
-rotations are funky
Hopefully you can let me know if there are more things I need to look at.
Thanks for testing!
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That first shot is so mindblowing. Somehow it feels like it captures the City 17 style more than the game itself did.
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Quote from swst.turn
Nice layout, but i think CT have too long rotation time for retake bobmsites.
Yeah I think so too.
Quote from Deh0liseThere are some parts I really like, and middle looks like might be fun to play. What I'm not really sure about is CT spawn placement, CTs going B might get bored of running around, placing spawn in middle usually works better because of that. I'd need to test it to be sure as it is quite hard to judge that solely with the screenshots.
I'm thinking maybe of compressing the area between A and B horizontally to get rid of some of that, but I've only tested with bots so far.
I've got a playtest down for 19th, so hopefully then I'll figure out what actually works and what doesn't.
Thanks for the feedback, everybody!
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If there is still a slot on Tuesday could I get de_street tested?
Here's a link for the file: https://www.dropbox.com/s/ebs4ggaalexa…eet_a1.zip?dl=0
Thanks.
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Hello, First off, I think the community's awesome, and this place is definitely the best resource for CS:GO mappers or any kind of mapper really. As to the map, I'm looking for opinions on the layout mostly. I'm gonna change the name eventually too.I've been working on and tweaking this layout for a while, but here's where I've currently got it: [Blocked Image: http://i.imgur.com/Hg1UFtg.jpg] [Blocked Image: http://i.imgur.com/z7ycRvM.jpg] [Blocked Image: http://i.imgur.com/j8W0Ky9.jpg] [Blocked Image: http://i.imgur.com/hNWKv7P.jpg] [Blocked Image: http://i.imgur.com/w3PqWj8.jpg] My references for layout were mostly from old towns in Belgium, so I'll probably be using the Cobblestone assets for detailing. Thanks
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Hello. I'm hoping to improve the layout of this defuse map with any feedback you guys have. Here is the link to the workshop post:
http://steamcommunity.com/sharedfiles/fi…524&searchtext=
Thanks.


