A new update is going to come and github is hinting at what it might be
https://github.com/SteamDatabase/…b7671495da8de03
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A new update is going to come and github is hinting at what it might be
https://github.com/SteamDatabase/…b7671495da8de03
![]()
I would also like to playtest de_bagra for another time. It has some major changes and I hope these fix the problems you guys mentioned the last time and therefore save the project. Thursday would be good for me, pls.
My chair isn't the best either and I did some research on my own, and this top 5 looks pretty nice. I guess I'll get the Herman Miller Embody anytime soon, if I got the monies for it.
de_dispatch
[Blocked Image: http://i.imgur.com/Aorz93A.jpg]
But in all seriousness, the map is really small. feels like an aim_map and not like a de_map. Scale the whole thing up and try to get the timings straight for the chokepoints, and it might get quite decent. About the bombsite to bombsite vision: It was an idea, we tried it and it and it wasn't working, it just added to the aim_map feeling.
de_volt
the pathways for the terrorists at the beginning were too straight and too long, which gets pretty exhausting to run these paths over and over again. Overall it was quite cluttered, too many angles, too many heightvariances, too many pathways. Like Puddy said, it was missing some proper chockes for the terrorists to push through. Simplification is key here.
Just my humble opinion.
Quote from VilhamBagra - The last time I played I preferred it. T spawn was closer, which meant the choke points were a bit further forward, less snipy. B route for T's had a door to rotate to mid and A route vent was possible to access from both sides.
I could have been wrong here, but when the mid to b connector existed, it was too interconnected and the cts could also use these routes and have an easy time to flank the terrorists pretty fast, if they try to go for a b take and get blocked off by a smoke. About the vent, it is still accessible from both sides, but the jump got harder, the thought behind it is to prevent the cts to rush straight into the vent and camp there waiting for the terrorists to move either mid or short and backstab them. Concerning the T-spawn, I didn't really move it, I just relocated some spawns behind and in front of it, so the spawns arent side by side like they used to be. The T spawn just looks bigger since I removed some walls.
I know there was a lot of feedback about the map but I think I missed some, here is what I noted:
* more landmarks, people are getting lost like ALL THE TIME
* too many walls, like there are walls EVERYWHERE
* b route has toomany chokepoints
* terrorist routes are too straight forward, you are getting four routes you can choose from like you're at a gameshow and you have to choose between gate 1, 2, 3, or 4 (good metaphor?)
* too flat, there isn't enough vertical variation.
* something about the ct spawn?
* too many huge ass crates?
what more?
Thanks for the feedback blackdog and wail, I am currently working on the points you mentioned, could we get another playtest then? Maybe even this thursday with a few more people and test the changes?
cs_agency
Well, the idea of dr.spud is pretty legit!
What I noticed were the timings, they seemed a little off, the terrorists could play very aggresive by rushing down every route and catching the CTs off-guard, maybe place the CT spawns a little closer and the T spawns a little further away?
de_bagra
I would like to schedule a new playtest for next sunday if its possible, I want to test the recent changes I made. Thanks in advance.
I thought I might give it a go with the mirage textures, but I am actually not really sure if it really fits, what do you guys think? Is it too dusty and therefore a big no-no?
Hey guys, I thought it might be a good idea to share my work while it progresses to get your feedback, since I don't want to screw it up.
Here is the layout of the version that was playtested on the 18.08.:
[Blocked Image: http://abload.de/img/de_bagra_v15_radar2za6g.jpg]
And here is the slightly changed layout: [Blocked Image: http://www.abload.de/img/de_bagra_v170000w2zzv.jpg]
Here some changes that I made since the playtest, also with some texturing:
[Blocked Image: http://abload.de/img/de_bagra_v170001oib7x.jpg]
[Blocked Image: http://abload.de/img/de_bagra_v170002twx96.jpg]
[Blocked Image: http://abload.de/img/de_bagra_v170003jib6k.jpg]
[Blocked Image: http://abload.de/img/de_bagra_v170004lra6w.jpg]
[Blocked Image: http://abload.de/img/de_bagra_v1700069olpi.jpg]
Thanks for the feedback guys! I'm going to consider your suggestions when further working on my map with a focus on simplyfing the map by a reasonable amount, which is also going to be the biggest challenge.
I'm sorry to hear that your map won't be played Vilham, I was looking forward to it. You can hit me up if you need help with the radar, I would be glad to help you with it.
Anyhow, here is an overview of DE_Bagra, with the most basic call-out positions:
[Blocked Image: http://www.abload.de/img/de_bagra_v15_radarybj91.jpg]
I mean if the models are going to be in the same workshop as the maps, it might get harder for the maps to reach a top 3 position in the workshop, and once its in the top 3 it gets a lot more attention, and top 1 even more, but this shouldnt bother us too much I guess.
The CS:GO update is now live with THE ARMS DEAL UPDATE which is also showing that there are going to be weapon model submissions added to the workshop:
"In the near future, you’ll be able to upload your own weapon finishes and custom knife models through the CS:GO Workshop. Popular up-voted finshes may even appear in future CS:GO updates!"
What do you guys think about this and the update as a whole? I actually hope that the maps and models are going to be seperated somehow, coz I'm afraid of the competition, haha.
QuoteDisplay MoreRelease Notes for 8/14/2013
[ARMS DEAL UPDATE]
-Visit http://blog.counter-strike.net/armsdeal/ for complete details.
--Ten Weapon Collections have been released.
--Standard and eSports Weapon Cases now available - a portion of the proceeds from eSports Weapon Case Key sales will help support prize pools for upcoming community competitive CS:GO tournaments.
--Weapon Cases have a chance to contain new knives and StatTrak weapons, which track all player kills with that weapon.
--Players can receive decorated weapons through timed item drops, available on any VAC-secure server.
-All Arms Deal Update items can be traded.
-All Arms Deal Update items can be sold and purchased through the Steam Marketplace (visit the FAQ for details).
-Every decorated weapon has a unique finish and exterior condition and can be thoroughly inspected in game. The ability to launch the in-game inspection view for an item is available in the Steam Inventory, Community Market, and Steam Trading.[uI]
-Upgraded Scaleform version to 4.2.
-Improved memory management of Scaleform UI elements.
-Added Inventory to Main Menu and the In-Game Pause Menu.
-Added Loadout to Main Menu and the In-Game Pause Menu.
-Added blog.counter-strike.net blog to the main menu
-Added drop shadows to some UI element text for improved readability.
-Improved some HUD layouts to avoid overlap.
-Game no longer truncates player names in most HUD UI elements. Fonts will now scale down to fit the full string.
-When a player picks up a weapon, the original owner of that weapon will now be indicated.
-Fixed certain buttons missing clicks[GAMEPLAY]
-Added Silenced M4A1.
-Added Silenced USP.
-New weapons can be equipped through the Inventory UI.
-When a player reloads their weapon, they now drop a magazine that persists in the world.
-Machine gun belts now visually match the ammo count in the viewmodel when firing and reloading.
-Added holdable action key +lookatweapon that allows players to visually inspect their first person weapon while in-game. This has been bound to the F key by default (if that key was previously unbound).
-Players now automatically crouch while planting bombs.[MATCHMAKING]
-Adding matchmaking servers in Brazil.
Sunday is great for me.
I would also like to playtest my current project/blockout, de_bagra. Could it get scheduled for the Tuesday the following week (20.08.)?
New layout looks very promising, looking forward to playtest it next tuesday.
[Blocked Image: http://abload.de/thumb/de_oilrush_v150000wzb87.jpg]
all crates and stuff are floating slightly over the floor, what makes it possible to see the feet of thy foolish enemies.
[Blocked Image: http://abload.de/thumb/de_oilrush_v150001ida0q.jpg]
The plane isnt close enough to the container.
Just two little things i found
I finally managed to release de_bermuda in the workshop officially. I hope it plays and looks well for you guys. I already got quite some feedback on reddit and I would also love to hear some of yours.
I hope you'll like it and maybe give it a subscribe and a thumbs up in the workshop.
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A competetive bomb defusal map set on one of the bermuda islands.
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On an Island, deep in the bermuda triangle, a conflict is arising!
Italian seperatists have occupied an old english settlement and transformed it into their headquarter to pursue their evil goals.
They have to be stopped!
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[Blocked Image: http://cloud.steampowered.com/ugc/921268572059836093/BC69FE8D44ECBB2E0E0686160274E78C8FB6238E/637x358.resizedimage]
[Blocked Image: http://cloud.steampowered.com/ugc/921268572059835741/D729624A107DF5931B849B8C80DA7AA10B4CCA53/637x358.resizedimage]
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[Blocked Image: http://cloud-2.steampowered.com/ugc/921268572059835315/4D0FBC61B6B0BFB82769C7396A548FCE5BEE99FC/637x358.resizedimage]
[Blocked Image: http://cloud.steampowered.com/ugc/921268572059835455/AAA9C247F708A773F6B4959BA2365A5E9FFE9C4C/637x358.resizedimage]
[Blocked Image: http://cloud-2.steampowered.com/ugc/921268572059835600/E5532B012708EAC79E530C62973BEFDD27ADB060/637x358.resizedimage]
[Blocked Image: http://cloud-2.steampowered.com/ugc/921268572060001846/0CBDDC5ECA5F16EB8953565E35E89AA3AE5584AA/637x358.resizedimage]
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Special thanks to:
Ginkgo Gaming
Mapcore.org
BBkxrvnm
Vahagn
Capsl9ck
Vollmilch
I love you guys!
I just played it, and the lighting is much better now, good work there. The FPS is also pretty good, only when entering the A site i had some fps drops, but they were good enough anyway. Only problem is the fade out of some crucial props at mid:
[Blocked Image: http://abload.de/thumb/de_ruins000035jtz.jpg]
[Blocked Image: http://abload.de/thumb/de_ruins00019uji0.jpg]
[Blocked Image: http://abload.de/thumb/de_ruins0002ndka7.jpg]
[Blocked Image: http://abload.de/thumb/de_ruins0003wcklt.jpg]