Posts by Karthoum
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Just to clarify with your references - the city of Catania, where the church and "slummy" buildings are in real life, is built out of scorched rock recycled from volcanic destruction in the past.
The streets are all ashy and covered in black soot pretty much permanently. This contributes to the run down look but in reality it's anything but, the area is full of life and people.
You have picked a particularly good area to get inspired by, the Elephant Fountain square is surrounded by thin beautiful alleys and parks with lots of stairs.
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The layout looks more compact in a good way!
Not going to argue against the theme change as I can't recall anything similar being made in the past.
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The latest updates made the map much better but there is still too much open space in general in some places (underground and A site).
Visibility in B is awful with all the grates - there's also an infinite amount of angles to check if you have to fight in a post plant situation there.
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Really loving the ground fog, adds an incredible layer to the atmosphere
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Quote from spa
18 hours ago, spa said: Looks like solid progress. The layout looks a bit unconventional with a lot of very long sight lines (based on radar image) that could be dicey. Im also not a fan of the T's having to walk through a linear space with no options every round they spawn. But i would definitely not add more details until you have playtested it.
The map is slightly smaller than it seems, at least in my mind so the long sightlines shouldn't be a problem.
I've addressed the T spawn issue, adding a new connector to middle/B and pointing the old one to A instead, along with moving the B site towards middle.
Will have to wait and see what feedback I get during playtests, too curious how it plays.
Radar has been updated, you can see the new path in the 2nd pic.
The T middle has now been made a bit tighter, could do that for the rest of the map possibly.
The colour temperature has been adjusted to match the skybox a little better, there's not so much harsh mid day light now.
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Quite liking the B bombsite, I think it should be kept exactly like this until release. That tall ladder seems excessive - it could be combined with the big "drop" slope to have a path to walk up unless it's set up intentionally to play like this.
Not liking either of the Mids, just awkward claustrophobic yet long hallways with some harsh angles to clear.
Will definitely give it more plays through the week, it does seem like one of the bigger maps but it also works somewhat well.
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Wishful thinking got me to visit Mapcore every few months for a contest and well would you look at that! It was bound to happen one day.
Currently I'm working on a remake of an old map, but that won't fit the rules of the contest and my previous Exotic mapping contest entry was already uploaded to the workshop - does it count if it was only uploaded for CSGO years ago?
Initially I was set to do Annecy as I just visited it this February and it was amazing in person, but that already is taken so I'll go with my 2nd choice - the sunny UK!
I'll be focusing a lot on interiors and elevation changes despite what the pictures might suggest - but that will all come down to testing.
My favourite maps are Overpass, Overpass, Overpass and a little bit of Inferno and Cobble thrown in, so if you don't like those then this won't please you at all.
Good luck to everyone, I'm hoping to post regular updates and a greybox soon.
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Quote from jakuza
On 9/30/2020 at 10:11 AM, jakuza said: Got this done just in the nick of time. I guess this is the rough draft, since the map contains basically no detail as it is. But it was a fun project and worth the crunch.
Pics below:
http://# Reveal hidden contents
Thanks @Roald for making such a cool graybox. And good luck to everyone in the contest!
I've got an old DE_ layout based on Monastery's style (from 2015 or around that time) that I'd like to revive, would it be possible to use the assets from this to help me along the way? Full creator credits and so on included, I'll be (re)modelling my own assets as well.
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Quote from JorisCeoen
17 hours ago, JorisCeoen said: I didn't think maps like Swamp or Musting could fall out of the top 4. I can't speak for gameplay, but I don't think the aforementioned maps had anything in them that could be considered unacceptable of sorts.
I was shocked to see them not make it but I do see the judges' point, maybe with Mustang's layout not being that great for sure, but the theme was already explored in Monastery.
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The A site looks awesome now, you've got clean design in almost everywhere so far
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Hey guys, I'm going to have to throw in the towel and withdraw from the competition.
I can't get the map to work ingame properly and it's causing me a lot of grief, I've tried to turn functionally everything into displacements and using wallworm (in a way you'd be using propper) to no avail, it's just too much work. It'll take either 2 months to fix it or 3 months to remodel it all and I've not got enough time to make anything by the deadline.
Please accept these screenshots in hammer as something that could have been.
I wish good luck to everyone else and am looking forward to who comes out the winner and play the maps!
Thanks for following the thread
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Wow, my favourite right now. Great job on the middle!
Although not sure if that graffiti is exactly fitting in a setting like this.
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Hey guys, thanks for checking in again. Since the last time I've had major hurdles (not just procrastinating, that's just me by design) with my 17 year old dog passing away, moving to a different place and my car burning to crisp just before Christmas. It's fine though, the map is still coming along and I'll try my best to make it before the deadline.
I've cordoned off T-Spawn/A Long of the map in hammer to see how it looks in game, ignore weird props or bad lighting, I've done nothing about it before pressing compile.
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I also wanted to share this with you before but never got around to it.
If you want to see some of the progress in more of a instant update format, here's the link to our Trello. https://trello.com/b/D2MLQfbG/fiorentini
It's not updated for anyone except us to keep track of things we need to do and/or fix.
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If you remove one of terrorist's mid entrances, Middle becomes identical to Mirage.
And to mention (judging by overview) the sites are heavily favouring Ts, as you need 3 CTs to sort of hold middle at this point (it's the meta in Mirage which is 1 window, connector and B short with other 2 CTs anchoring sites).
But I don't know how this plays out, it could be good.
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Quote from JorisCeoen
14 hours ago, JorisCeoen said: I've had this exact same issue as of late. I don't know what the fix for it is. Going back to the old radar is a big no-no for me. Hopefully I'll be able to get to the bottom of the issue. For me too, all of a sudden (without ever really changing major stuff in the scene or even changing the entity for that matter) the whole layout is offset and out of bounds. ?
I went back to old radar to overlay the new one/copy the old radar values onto new one.
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The fix I've had to do for my map was to redo the radar back the old way (so it's the pre-2016 image overlays) and put the values from that into TAR made one + used photoshop to overlay/fix the TAR one.
I've had a frustrating experience with it as that wasn't the only issue and spent a long time trying to solve it so hopefully that helps you.
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Quote from DazRave
On 10/28/2019 at 12:56 PM, DazRave said: Are entered maps allowed to be based on real world locations, nothing was specified but just wanted clarity.
Disclaimer: I know real world based maps are never great due to the nature of their layouts, however I quite fancy the challenge of making one work. It's also what I would see as fulfilling the "locations seen infrequently in CS:GO" criteria.
That's the reason I'm working on my map, after having people playtest it I can confirm this strategy works if you've carefully planned it out beforehand