The problem I see is that CS has very limited movement compared to other games that utilise big hightdifferences. In Quake you can easily Rocketjump and use jumppads,, in L4D there are ladders for infected everwhere and the hunter can jump whereever he wants anyway, while in counterstrike you can only (couch)jump. The fact that screens are usually wider than high doesnt help either. Additionally vertical angles can be abused to peak while only exposing very litle of yourself.
Posts by TheOnLY
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Sorry wanted to post screens but was too tired that night, so i made a post just to remind myself that i still have to do that :XD:
Pixelwalk:
QuoteWallbangs:
Quotehttp://images.akamai.steamusercontent.com/ugc/3862473352…D4161613D3E853/
http://images.akamai.steamusercontent.com/ugc/3862473352…5E71B9DB56442E/
http://images.akamai.steamusercontent.com/ugc/3862473352…764BD1CA53FD35/
http://images.akamai.steamusercontent.com/ugc/3862473352…F69E7D3E6EA651/
http://images.akamai.steamusercontent.com/ugc/3862473352…EE3A5C713F8B00/
There are also some funky clownfish swimming trough the glas and walls
Only links because -->
Why cant I insert existing pictures with their URL? It just give me an endlessly rotationg circle
Edit:
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Congratulations on theoperation. Love this map. It is a shit ton of fun in competitive.I found (and used :D) a few one-way Wallbangs and a pixelwalk in front of A though
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I think he means that most wallswalls are aligned to the grid, so they are either forming a rectangular angle with other walls or run parallel to them
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already found this and watched the demo + read the feadback. thanks anyway
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Got a download ready: -------------------
Workshop here: http://steamcommunity.com/sharedfiles/fi…s/?id=434905799
New download forgot to add the kz file: https://www.dropbox.com/s/icjlmlukdgso…g_a5_2.zip?dl=0
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Cant join.
It throws me back to menu the first time i connect and when connecting the second time it says that my map differs from servers, even though it was downloaded on first connect ??Second map worked fine
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As the second playtest is comming soon (sunday
) i figured that i should create a thread to collect some additionall feedback as well as to document my progress.The map has some big open areas (T-spawn to A or outer B route) as well as close quater areas and some nice vertical gameplay.
My main goal was to give players various ways of playing and moving through areas enableing a diversified gameplay.
To do this there are alternate but parallel routes, different peaks from where only a limited part of the area can be covered.
I also want to give players opportunities to set up crossfires and two man boosts to reward teamplay
As a theme I will go for an isolated russian facility surrounded by snow - in the morning.
Enough writing for now - look at these pictures

Overview with routes and timings:
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/38622112201983644/22566CBD837329BB6BD840F5B46590F14EEE8296/]
T-Spawn and enterance to A (on the left):
QuoteSame area - different view:
QuoteTo B- Ts coming from the left, CT from the right:
QuoteB:
QuoteThe ugly A
:Quote -
I'd go with the Vertex tool.
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This is what we will (hopefully
) playtesting on sunday:T-Spawn and enterance to A (on the left:
QuoteSame area - different view:
QuoteTo B- Ts coming from the left, CT from the right:
QuoteB:
QuoteThe ugly A
Quote -
Try loweing the lightmap value / increasing its resolution.
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Hey
I'd like to playtest my completly overhauled version of de_berg on the 3rd of May (03.05.2015)
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Still waiting for it

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you might also take look into the mod Neotokyo as is has decent looking maps close to that theme
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Updated and the Map and tidied up the first post
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Here is the download of my map de_berg for the playtest:
updated so players can't walk on the skybox
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Nice !

Is bock now enabled so you can boost teammates?
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Hey. Here is my new Map i am working on - de_berg. Name is just a placeholder.
DL:
I liked the idea of a map with areas where fighting over a big hieght difference was possible.
I also wanted to have some semi open areas - which became the area around Bombsite A. The bombsite itself is low ground to give some cover for plants and defuse.
B on the other hand is a lot more vertical as the site can be covered form Mid/Top when it is not contested. B and sill needs some cover though

Pics of updated Version:
Overview:
QuoteBombsite B with new enterence for Ts
QuoteEnterence to B
QuoteLess cramped Mid:
QuoteThe left half is Bombsite A, right half is T Spawn
Quote