Posts by Andre Valera
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*shakes hand*
Glad to see someone adapt so quickly to a game and replicate it in a personal work (not to mention a very original idea at that).
The layout feels really smooth, though I crossed out objects that you may consider moving to where the player is standing in the screenshot or replace the models with clean ground detail that makes the A site easy to travel in.
Overall the geometry in the map is very original, each building seems unique and although the textures repeat the architecture is enough to where we can make distinctions between each area.
Since the textures seem to be a very similar tone of color, with reflections only blending wall geometry into the sky it feels very saturated. Since any official deadlines aren't in place it would be worth experimenting with lighting, possibly changing the color of the sun to a more saturated orange, possibly recoloring the skybox a deeper color (maybe throwing in some purple into the blue as if it was later in the day), throwing up a few more bulbs around the city so it seems a bit more lively, turn lights on in some of the windows, take advantage of being the person responsible for making such a historic landmark in such a quiet spot a possible tourist attraction?
The building at A seems like a central point in the map, I think possibly putting more emphasis on the architecture of this particular building will benefit a lot of surrounding areas at once. Adding more lights around the map for visual warmth will balance the monotone color palette this map currently displays.
Random visual bugs
Congrats, this map is definitely on the right track and it's good to see a map that looks and feels original, especially for a new generation of GO players who may never get a chance to experience a map like Vostok, this is absolutely an Operation worthy map.
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Surprised you'd hold back such a serious update until after the contest is over.
I think the overall map is solid, and any feedback I'm providing are ideas you could consider in a future update (or not!).
From playing this map casually it was a lot of fun, each route takes you on a journey. Can't speak personally for the competitive side of this map though after the latest update I think you've tightened up a lot of detailed areas and I'm sure future feedback will improve Coast regardless.
From a players perspective I think the B site has enough cover to compensate for any space you remove from A considering you're simply removing an angle both CT's and T's can easily take advantage of.
You could add wooden pillars underneath some squeaky wooden planks? Or maybe wooden pillars that have metal supports holding a detailed metal grate brush vs. the current 2004 metal grate texture. The grassy area behind behind the grate seems unused so pulling the fence up? (just thoughts)
Okay now onto just simply visuals, and these are just personal preferences and ideas to think about (maybe even for the next project)
Inviting players into an area, personally I think sewers work though would somehow increasing the value of the area buy labeling it wine cellar vs a sewer.
Sounds really strange but green doesn't seem inviting, and for some reason I can't stop thinking fighting in a wine cellar would be more pleasing than being in a sewer. Warmer colors?
You've got real estate to work with to give this area some serious allure.
Going back through CT spawn to A and possibly seeing a city in the backdrop (seen at the docks in CT spawn)
A coast helicopter instead of a boat?
This is what the T's first see on their way to B, expanding on the theme gives this map some added originality (would probably also push mappers to create unique and detailed 3D skyboxes.
Again this map has an amazing 3D skybox already, the theory behind this idea is to cover any empty space.
APC on the bridge did a hell of a parking job, wouldn't think it's the most strategic spot to park but adding a road leading to the bridge? adds another layer over the current composition
Great design, a lot of fun and I'm looking forward to having to win 32 rounds competitively during the next Operation \ : P
Fingers crossed X X
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Tetris

Congrats, a really unique map.
Definitely support the idea behind the glass window at Mid, definitely introduces players to a situation they're probably not used to.
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Just some rough feedback throwing in the pool.
I would suggest closing a few connectors between areas
Creating a long and short split at underpass connector to A?
Simplify the path from spawn to A in front of site above underpass connector?
Reducing the amount of vertical angles seen from each entrance into site by raising the ground and reducing the extra areas players must check before arriving at A site also seemed like unused space.
The area between the red crate and A bomb site is neat
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Expecting to see this in the next operation, looking good!
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http://steamcommunity.com/sharedfiles/fi…s/?id=509649992
https://www.reddit.com/r/GlobalOffens…th_update_feed/
Septermber 25th Update Notes
Gameplay Updates
-Created small openings for grenades through the windows overlooking A siteUpcoming update
-Based on feedback provided by Mapcore/Reddit fine tune the Map for an official release -
Finallllllyyy getting a break from work, so there's a long list of things that need to be fixed and I'll keep everyone updated for the next few days as I continue to adjust the level based on feedback. Thanks again for the support!
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More than likely, and after doing some serious brainstorming, I believe there are some nuclear crates underneath the road on which the car is parked. Since it doesn't make sense to just blow up the road above the crates, a car filled with C4 was parked by a previous set of Terrorists in order for the C4 to reach the nuclear crates.
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Haha Partyman, I get it... Good one
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Way to dust off the old stash, 10 years later and still mapping!?
Would really like to test this map in both 10v10 and 5v5 to see how it plays out. Felt like there's plenty of angles to hold indoors giving each players plenty of cover on their way to the sites. I think not only clipping the stairs is a good idea, but also the outdoor areas. I'm paying as much attention to the objects I should be avoiding on the ground as I am looking for enemies to shoot. I wouldn't remove the cars entirely but instead just place them either underneath the ground or put a displacement brush of debris over half of the car to keep the environment feeling busy.
On a side note, I'm not sure how hard it would be to completely eliminate the indoor lighting and replace it with natural light since it is more than likely the only lights that would be working in the building would are emergency.
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How are you going to put this up for people to look at without at least giving us a chance to find all the bugs first!?

*cough* link please *cough*
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Surprised that truck didn't get pulled over for suspicious activity on the way to the site :cool:
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Easter Egg confirmed?
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When I first heard Dust, I didn't think of castles made from sand or Middle Eastern themed buildings.
When I heard of Sienna I didn't think of the color, instead I figured Dave spelled Siena with an extra n.
Thanks to DasErsteOpfer for opening our brains to a new concept. I also think it's interesting that we're spending so much time critiquing map names instead of map game play.
I still wonder how FMPone decided to go from a warehouse theme Volcano established to the Chernobyl setting when working on a map called "cache"...
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Definitely trying to incorporate a few custom models in the final version that will give it that New York flavor.
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The 2014 version of de_empire was based partially on the Brooklyn Naval Yard in New York City. New York is known as the Empire State
https://en.wikipedia.org/wiki/Origin_of_the_name_"Empire_State"
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http://steamcommunity.com/sharedfiles/fi…s/?id=509649992
With the final 4 selected it's going to be an uphill battle to keep up with these guys and their creative sense, hope the final 4 get into the next operation after updating their works!
Gordon speed everyone!