One of the few maps lately that I've even bothered testing out, something about the layout and the clean visuals is really interesting. Would love to playtest this in a 5v5 sometime ![]()
Posts by ashton93
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You're giving out very little information on this, is it a defusal map or something else?
Some screenshots on the workshop page would also be nice, I have a feeling most people wont try it out simply because of the lack of screens. Couple that with a more detailed description and an overview and you'll see more downloads coming in.
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As the others have said already, the one eye-sore that I noticed immediately was the fog. I reckon you should either match it with the skybox color and also make it less dense or remove it completely

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Map is pretty much finished, no longer a WIP

Updated OP with a new picture.
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Quote from SquadDisplay More
Not sure if it would impact readability (too) much, but have you considered adding aurora borealis to your map?
It doesn't necessarily look like this:
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This seems like a subtle and more interesting (in this case) variant:
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Thats a cool idea, though I'm not sure if Aurora Borealis is visible during the day-time (which my map is) unless there's something extraordinary going on. Could perhaps change the time of day, I'll see what I end up with

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3D skyboxes are fun to make

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Yep, hoping to spice it up with some exterior detail on houses, foliage etc pretty soon. Will get a 3D skybox going too, should help the mood hopefully

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An Arms Race map for CS:GO set within a Norwegian fjord with an old farm, hundreds of years in age.
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Seeing as the workshop map publisher tool is buggy atm and won't accept Arms Race as a default gamemode for this map (or any map uploaded for that matter), a workaround is needed to play the map as intended, in Arms Race.
Type "map ar_fjord" in your console, load it up fully and then while ingame type "game_mode 0" and "game_type 1" in the console. Type in "changelevel ar_fjord" in the console and you should be good to go.
I tried Googling for a solution to this problem and only found other people with the same issue as myself with no fix for it. Any ideas?
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Quote from blackdog
I like that Ashton; I know theme is restrictive, but maybe a central taller building to help orientate? And being able to climb some roofs would make a difference
I'm thinking of adding some sort of medium-sized bell-tower/tall decoration to that middle building, as some of my ref photos seem to have those on that kind of building, which might help the orientation

Not sure what I'll do regarding being able to climb buildings, but it would certainly help the vertical gameplay of the map

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Hopefully you guys dont care about seeing the same map two times on one page
I slapped together the basic visuals for the Arms Race map, it's set in a norwegian fjord with a lot of wooden buildings and some special architecture.[Blocked Image: http://i.imgur.com/orAz1ps.jpg]
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Some places might be a bit blocky, will go over these areas and touch them up eventually

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Decided to put my man-pants on and jump into making all the basic terrain for my Arms Race map which was posted a few pages back too. This ofcourse means I have to use the dreaded displacements of Source. Time consuming, but I think the result was pretty good

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Some WIP shots of a Demolition map for CS:GO I'm making. Not much visually at the moment, but I think I have most of the layout nailed down;
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Gave this one a try and I have to say I really liked it. It's good to have maps that stay away from the standard layouts, and it's visually impressive too. Some areas could use a tad bit more detail, but it's a very solid map

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Made a sticker for the first time, process was pretty fun;
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Thanks for the suggestions Niller, it seems pretty drastic, and it's definitely something I want to try, but first I feel like changing the current layout a small bit (with suggested changes during the playtesting) in order to see how it plays. If that doesn't end up any good I'll have a shot at mirroring it

Here's what I've come up with;
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What do you guys reckon?
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The castle part of the map looks really great so far, I especially like those firing-positions on the castle walls

I cant really find anything I would change at the moment, perhaps experiment a little bit with the top wooden part of the towers? I'd experiment with the width and height, even see if it looks better without them and instead make those stone trims go all the way up to the top. If you decide to do that I'd suggest narrowing the size of the roofs too though
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Any chance for a quick playtest of my map de_skewed? It's not a whole lot of eye-candy at the moment, but I really need to nail the layout down. Here's the workshop link which I'm guessing is sufficient enough when it comes to getting the right files and so on; http://steamcommunity.com/sharedfiles/fi…s/?id=286582088
Hopefully something can be figured out, testing can be done whenever you feel like really, and I think we're in the same timezone too (RZL)
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Hi, first WIP release on this forum, and this map is called de_faubourg. It's supposed to be an abandoned French urban district which has been turned into a small industrial centre with pipelines running through it. The job for the Terrorists is, you guessed it; bombing those pipelines and all the fuel surrounding them.
The map is your typical bomb defusal map with two bombsites.
Here are two shots showing off A, the hardest bombsite to take control over for the T's. If they do manage that however, the result is very rewarding. Alot of cover is this site's main thing. The first shot is from the T perspective, the second is from a CT sniper-position.
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Then there's B; the shortest route for the Terrorists. Slightly easier to take control over (beware of CT snipers and ambushers though), but harder to hold due to flashbang and smoke-possibilities for the CT's and hiding-spots for them too. Then again, if the T's uses the cover both in and outside of B, there's a good chance for a victory. This bombsite is smaller, and close-quarter battles and alot of ambushes should be expected here. There are two areas to plant the bomb at here.
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In the middle of the map there's a pretty large open area, a site that both T's and CT's can rush to at the start of the match. It's vital that the CT's hold this "arena", seeing as the Terrorists can gain easy access to both bombsites if they break through this. To help the CT's, there are places to smoke and apartments to take control over in order to make the attacking of the place a little bit harder for the Terrorists. There is a balcony on the opposite side of T entry, this should be protected visely.
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Nothing in the map is placed in randomly. Every crate, (Temporary pieces of cover for testing) piece of plywood, window and crack in walls are there for some reason or another; use them wisely.
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The POV for a T sniperspot overlooking B site. (Beware of counter-snipers though)
Continuing on with some other screenshots of the map in the current state:
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A balcony in favour of the CT's to cover both bombsite B and any Terrorists risking to go into the alleyway connecting A and B
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The Terrorist 'fork'. The Terrorists can choose to go in 3 directions after leaving spawn; A, B or 'the arena' in the middle.
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A rough overview of the map
Here's a download-link for the map which I hope you'll try out if this caught your interest;
https://mega.co.nz/#!qpYyBRjK!Wva…E2uUZcOwXgswkbQ
As usual, all you have to do is to put the 'resource' and 'maps' folders in your csgo folder.
Let me know what you think, I'm always open for input or suggestions!