Congrats on the release!
Let's Rock 'n' Roll, baby!
Congrats on the release!
Let's Rock 'n' Roll, baby!
A bomb defuse map set in a snowy Austrian village. Armsrace, Demolition and Deathmatch are available as well.
There are 16 player spawns for each team, but I strongly recommend lower player counts.
Special thanks to Skybex and Yanzl - some of their assets are used in this map.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/493526040610452319/046B4DE80F1525263254D9890F6A2B1E2931BE7D/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/493526040610444213/7ED2BCFC57B7427812C37F9412A653CD209DA9E0/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/493526040610444874/5CFF85EE880569E5132AD64E8731D7B5CAA714BC/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/493526040610458672/D66DCF8306780C10236D6B93CC8D4C7709CE6D8B/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/493526040610663962/9A3594D318B30B1BF9A8535CE3C5B4F9D739C966/]
Layout:
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/493526040610443612/39EF712BC84A5C8C5932D8F9C956A5AC0363E76D/]
Workshop link:
re-published it...
The map didn't get any new downloads since that last downvote, so there was no chance to revive it. And I didn't want to waste >3k hours of work and let it die like this, so here we go:
http://steamcommunity.com/sharedfiles/fi…s/?id=727462766
Feel free to support this, if you like it. But take into account that you won't get 'free skins' from me ![]()
edit: Timings are not fixed yet. Probably tomorrow together with a couple of small fixes
Quote from SirK16 hours ago, SirK said: I think the CTs are way too fast in middle and b-route. They can basically close of half of the map before Ts are arriving.
I've moved T-spawn to compensate this (not published yet).
Quote from SirK16 hours ago, SirK said: You could add a few little details to breathe more life into the map. Like making the mill wheel near a spin, make the smoke from the chimneys move (wind and stuff).
Rotating millwheel is one of my tasks for today. ![]()
Thanks to everyone for giving feedback.
Since the map got downrated so badly by those CS betting advertisement spam bots I will probably get no feedback from the workshop page anymore.
Currently >40% negative ratings, 3/5 stars. ![]()
Originally wanted this to be my very last map, because creating something like this has become way to time consuming (for me), but quitting like this would look like a rage quit, so I will have to move on... ![]()
Quote from catfood11 minutes ago, catfood said: I'm glad that at least this JeffCSGO betting dude and his buddy have been banned from the workshop community. one step closer to a clean workshop again
One step.
Spoiler [Blocked Image: https://upload.wikimedia.org/wikipedia/commons/thumb/8/87/Potemkinstairs.jpg/1024px-Potemkinstairs.jpg]
Map looks fantastic! (as always)
There are some minor issues like too intense reflectivity on some props and some 'overlay under thin object flickering'. But I'm sure you're aware of these things and will fix this.
It's a pity that this fantastic map got downvoted by those idiots.
Same happened to my Austria map. It already disappeared in the workshop nirvana with ridiculous 172 ratings and 6k downloads after one week in the workshop, which is pretty poor for a game with 10 mio. players.
The whole workshop is completely messed up for more than a year (or longer?). On the first page of 'top rated all time' there are 2(!) actual maps (pripyat and zoo), the rest is aim/training/dust2copy/etc bullshit.
The comments are >90% advertisement spam.
And now those 10 minute map spam + downvote bots.
Nothing happens. ![]()
Quote from MrTwoVideoCards4 hours ago, MrTwoVideoCards said: I wouldn't worry about votes guys, valve doesn't really use them to filter. If a map is good they'll notice. Besides, they probably skip all the pages with aim maps anyways, so votes def don't matter in that regard.
It's not only about getting into the next operation.
There are also small guys like me who just want to get some feedback or just play the map they have made online. But this won't happen when good maps disappear behind that mass of spam.
Quote from Squad18 hours ago, Squad said: I ran around in your map and it's simply incredible. The screenshots don't do it justice at all.
You really nailed the theme, made me feel like I was on an Austria holidays again
Thanks a lot!
Quote from Squad18 hours ago, Squad said: Only one critic: it lacks hurg.
Well, I thought this was just a thing of awesome mapcore veterans, so i decided to be modest here.
But he's there. ![]()
Spoiler [Blocked Image: http://i.imgur.com/OQgzKj6.jpg]
Quote from RivFader8 minutes ago, RivFader said: The battlefront towards B looks way too CT-sided.
Ok.
Originally Ts were a bit faster there, but the map turned out to be a bit T-sided, so I moved spawns a little. Maybe a little too much.
I'll gather some more information from playtesting and tweak this.
Quote from SirK2 hours ago, SirK said: I think the timings ob B are a bit off
It's possible that the timings are not perfect yet, especially spawn priorities etc.
Ts or CTs too early at the chokepoint next to B?
Here is the current "battlefront" (=orange areas; "bot_show_battlefront 1" in console)
[Blocked Image: http://i.imgur.com/wxODvKe.jpg]
How would you change it?
Quote from SirK2 hours ago, SirK said: have you playtested it yet?
sure ![]()
<insert random superlative here>
Quote from cashed1 hour ago, cashed said: you find that too? Been using that ref for a while
Got it from your reference album. ![]()
That's how it happened:
Watched at your screenshots. Thought: "Wow, that's nice. But hmm... the sky needs a little bit of... I don't know... - wait - didn't he post this amazing reference pic some time ago?" Went back to page 1. "Ahh there it is!" Posted link. :D;)
And I have to say you're pretty damn close to it!
Wow! This really gets better and better. Night theme is doing a great job there.
But sky color feels not 100% perfect yet to me. Maybe a little warmer color. Something between what it is now and this.
Finally published for testing...
http://steamcommunity.com/sharedfiles/fi…s/?id=722346331
[Blocked Image: http://i.imgur.com/ZNwtQ40.jpg]
That moment when the final compile has finished and you just walk around the map to be sure everything is fine before you publish the map and after 10 seconds you find that huge bug which must have been there for months and you never noticed.
[Blocked Image: http://i.imgur.com/FE1aO34.jpg]
Quote from SkybexOn 7.7.2016 at 4:53 PM, Skybex said: Can publish with my stuff no problem, I released it all so people can use them in their maps.
Thanks man!
Well, then I will probably upload it in the next days (maybe even tomorrow if I can manage to pack up all files until then) so people can already test it and I can do my very best to replace some assets meanwhile.
Quote from poLemin2 hours ago, poLemin said: Wow. You really nailed the Austrian architecture with the buildings in the background. And I love the little detail of adding custom decals for Austrian street signs. And the beer bottles in public places! I feel so home when looking at it. Great work!
Thanks! ![]()
Quote from Squad2 hours ago, Squad said: will this map be finished by the 20th?
The map itself is pretty much done, I think.
But unfortunately I'm still using some borrowed props from @Yanzl (lamp and cypress bush prop) and @Skybex (display dummies + clothes), so I can't publish it yet.
I will probably not be able to build something similar in time, because my Blender skills are still incredibly poor.
So this will take some time...
(Maybe I will just remove these props. I don't know...)
Something typical for this map:
[Blocked Image: http://i.imgur.com/9jYNu2r.jpg]
Adjusted the geometry of Valve's model to fit my needs better and reskinned it (and removed ~3k unneeded triangles for better fps)
And how it looks like in the map:
[Blocked Image: http://i.imgur.com/MJz9NBM.jpg]
Looks impressive!
But did you ever try to put it all together and compile the whole map? Just to see how it "feels" and to be sure that good old Source can handle this.
Quote from zombi16 hours ago, zombi said: There is only one thing which I don't understand, what is Visdata? Is it a size of all map or what?
The VIS calculates which areas of the map are rendered and which are not.
According to your world brushes and hint brushes the map is split into several parts and the VIS calculates which leafs can be seen from the leaf the player is currently in.
The more complicated this is, the longer the VIS will take to compile and the more extensive will be the Visdata. -> keep it simple and effective (most important: no giant skybox around the map)
For better understanding I recommend this excellent article by @will2k
If this doesn't help you to solve the problem, and no one else finds a solution, feel free to send me your vmf. Then I will take a look at it and tell you what's wrong.