First of all, give it a playtest in mapcore. After that make changes in layout from feedback. You can detail pretty much by brushes, but you must use nodraw on them as much as possible. Start reading about optimization, so it won't become a problem in the end. Most important thing about detailing is referencephotos. Use them! Be sure you don't just put any props that looks nice to your map. Gameplaywise, make as much cover as possible from brushes. Also rotation from a to b shouldn't be over 15 sec. Hopefully other people add what I forgot. Playtest is your first to-do ![]()
Posts by Vinneri
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Remember to use nodraw in all non-seeable blocks. It helps with optimization.
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You can count me too 5v5

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I've been busy with 3d skybox and still very WIP.
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In B ct's had too much advantage on ladders, so I think you should re-add stairs OR put a little box back to the wall, so T's can see there without committing to the ladder.
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Overall I liked this version much more! It was better in almost every way. The middle was better etc. You should still think a bit chokepoints where players meet. I felt that taking B was hard, because CT's could make really good crossfires in chokepoint. The A the door feels nice, but sometimes makes really awkward fights happen. Other A chokepoint was less fun. I don't know what was wrong, maybe that OP headshotbox, where CT could demolish the whole team? This map has good potential now!

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Hi! I wanted to give one little note I found as terrorist. If CT's are able to rush that area, T's have very little cover, that's why I would like if you make that red part wider.
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I think map seems to have long sightlines and not really well thought chokepoint. Awp's has a great advantage. Even thought you should make a mapcore playtest and try it with us. That gives the best feedback. Also I'm a bit concerned with the size. It might be a bit too small for 5v5 competitive.
Keep up with the work

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I would play that on LAN so hard with friends!
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Can I has playtest for de_agri once more next tuesday. Thanks!
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There is so much to do, but I'm really happy with the beginning.
De_agri ready for playtest tomorrow

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I liked the B site a bit more, so I think it's nice even without any change

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Thanks for the playtest! Map is really nice, but taking A as T was really hard. I would love, if you can make this awp spot impossible that I'm aiming at. Whole balcony could be blocked by raising that middle wooden wall. That's the only gameplay thing I'm worried at

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New testday for De_Agri, and 25.9 would be nice!
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Quote from tomm
I've never seen windows shaped like that o.0
You can find those in Finland

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After De_Theos I'm now starting to understand the power of reference photos.
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Red texture is still a bit too bright..
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Ready for thursday's playtest. It's going to be something really different. No normal lanes and "mid".
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Quote from Raidix
Well, the map isn't that bad, but really not impressive, especially not after almost 3 years.
But he seems to be right when he says:
He got tons of subscribers and obviously good raitings (currently #6 top rated all time).
Sometimes I don't understand the community...

It's like HL3. It's gonna sell well even if it sucks.
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Quote from slibu
if it isn't about the money, what is it about?
I don't know about you guys but if I created an original map that was a huge success among the community I would gladly seek help or even let other people make a better version of it, if I can't deliver a solid remake.
unless you are greedy and don't want to share the potential operation money..
first thing that came to my mind when I walked around the map is 'this isn't really a competitive map'... way too much visual noise with dark/sharp textures and many spots with overdone foliage where you can't see players properly. and there are way too many jumpable boxes and spots (not counting the rooftop bugs)..
Happily it's only beta. I'm sure all weird stuff that wasn't possible in 1.6 or cs:s will be removed, because pros' feedback is going to bee arsh.
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In Reddit Brute has said that in "future" he will desing both bombsites with custom assets.
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What do you think? There's huge clipping problem at the moment, so you can get to roofs several ways. Map itself seems pretty solid.