Posts by Karthoum
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Yes the combination of trees and skies like that is what I meant and I'll be honest, it doesn't look pretty in that picture. Why not try it first with players and see what they think, maybe it's not that harsh on the eyes in motion?
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Orange skies and pink trees? I'm not trying to discourage you from using the same time of day as I am (oh I definitely am trying) but that's got to look weird. Blue sky is overrated but Pink trees aren't common at all.
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Map has been released, there already has been a playtest done by Raidboss community and I think it's pretty positive as the map played out exactly how I designed it to.
On to more important things, since this is an exotic map competition there are things I wanted to try in this map just for this kind of competition.
First thing would technically be the Mid being horizontal between sites instead of like it normally is between spawns, but it's not that important.
The main thing I want to show is
Fire Exit door, it can only open from inside the church, not the other way round.
It can only open once per round and only from one direction. If terrorists push up to it for A take, they can not do anything but go underground/mid as an alternate path or to B site instead.
Counter terrorists can open it if they're in A and need a surprise for Ts (so could be good for ecos) or need to rotate to B without taking the long path.
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After an insane amount of procrastinating (I will look back at this period and reminisce with sorrow because man, this map would be nearly done by now and playtested to near perfection)
I've finally gotten round to making the first radar for the map.
[Blocked Image: https://i.imgur.com/rHGE6l2.png]
Does anyone have access to Terri's Auto Radar that supports instances? My map is made out of 20-30 instances so I tried to compile the source code again from the GitHub but it wouldn't work..
I had to do it manually in the end, still pretty good if I keep an alternate version of the map just for the radar.
Spoiler [Blocked Image: https://i.imgur.com/MD7dfT6.png]
On a side note, I'll be playtesting this map soon with a download in Steam Workshop if anyone cares.
https://steamcommunity.com/sharedfiles/fi…/?id=1894082604(Have to wait until it's approved)
Edit: I'm struggling with making the overview match my radar coordinates, it just seems to be shrunken and you can walk out of the spot it shows on the radar
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This is what Tuscan should've gone for, love the look even if the skybox looks a bit intense. Kind of fits just right though.
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Quote from FMPONE
5 hours ago, FMPONE said: I also should have unbuttoned my jacket on the desk, looked pregnant at times

Didn't even notice, you're far too tall to resemble anything like that (which kind of makes me wonder about the fact I've never seen a tall pregnant woman)
Before the stream started I expected the showmatch not to turn out as well as it did so was hoping the beginning bit with you would carry it but the both halves came out great,
I do wonder if Sal is going to come out with those wallbang values soon or you guys are going to adjust them to a more balanced nature since it's been brought up by HenryG.
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That's gorgeous!
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Quote from MikeGon
5 hours ago, MikeGon said: Hey guys @Karthoum @Mega
Great progress. starting to look really nice!!
Hum... this raises concern, if I'm being honest. Be cautious of the "form before function" trap. The layout should always be solid, engaging and pretty much locked down before moving to environments, hell before even choosing what the theme will be. If you don't do that, your environment work will likely be undermined when you'll inevitably need to make structural changes down the road... ?
I recommend making your design decisions now and applying them, and then you guys can cruise control environment work the whole way through! ?
Otherwise keep it up guys, Can't wait to see where this one goes!!
You've clearly understood the main issue a map would have if it does take exact layout from real life (and sometimes even simply inspiration) and then just put straight up in to the game but this is just a small thing for us,
Spoiler
our first layout of this map was actually set in Venice and drawn in 2014 and I took it up to make a map with a horizontal mid (so it's inbetween the sites instead of spawns) work in CSGO. However several issues completely unrelated to the layout arose and we had to put it on hold/stop completely for another map and then Valve ended up releasing Canals which just made me personally not want to do anything with the map ever again as it was coincidentally be just a block away from where Canals is now set in real life.
I ended up looking for another location hoping to find some use for the old layout and rekindle the love letter to Italy we used to have, if not for making the best map ever then at least getting a solid thing done for once that people would enjoy to explore. I started looking at Naples as the time I spent there blew my mind, it's just nothing like the rest of the country but to no avail, it was just too big or the set pieces would never really require the map to be set in Italy, it would be just a dressing to the layout and not much more.
In the end I remembered Ponte Vecchio and I had been there a few years before and it surprised me that it wasn't in CSGO outside of some low quality maps (Don't even have to confirm that, I am pretty sure this is the case) and I just looked at it to figure out how to include it in the game, maybe design a new layout around it but then I saw the exact outlines of the map Mega drew 5 years ago, with probably more Counter Strike related feel than it originally would have been and it just blew my mind. Not by coincidence but the fact I even found it, next to one of most recognisable buildings ever.
So far my progress "designing" the layout is very specific to the way I do things I model in 3D, will the player see this, how will they pay attention to it or will it distract them too much but also completely constraining myself to how the layout is in reality.
I've had to look at cases (by cases I mean 5% pieces of the map separated from next one by walls or corners) in the layout and struggling to think how it would play out but then either something clicks in my head or Mega brings something up to me that I had never noticed before and it ends up solving itself.
In the original 2014 version of the layout I had one of bomb sites closer to T spawn and the mid was like Seaside, both which have been rectified in this version as neither sites were that defendable by CTs (the game was different back then) and now it's a impenetrable fortress/open field situation in A and B respectively. For the Mid it would have been fun in lower skill groups to have it being open and impossible to cross for one of the teams but it's kind of insane if you have to smoke it even in pistol rounds.
The main things that people definitely won't be used to is a completely new element that dynamically changes Terrorists' access to A site entrance in Middle and how high every single building is, blocking 80% of the map for long distance grenades but it's exotic map competition after all.
TL;DR
I've done this layout a half a decade before but never finished it and by luck managed to match it to a real place. I've also carefully thought out how to perfectly rip off Mirage/Overpass' (least and most favourite maps in the game) balancing of one site being completely open and the other tighly locked down.
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Didn't want to quite hit the 2 month mark since last "update" so here's a few pics of me testing the scale of the current graybox ingame.
Spoiler [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/795368055543239924/31F373A66A208C2A9C9893DB547C9B58401BF765/]
[Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/795368055543239190/5D3AEF9BCD862161B403143C7C577AC8F27868C1/]
[Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/795368055543239485/B5953CFEA444F1A6D418E6B8E5EDD47C2E1A3892/]
[Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/795368055543239650/D7D05C647905F36641A2D0300E791A9079EFE741/]
[Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/795368055543240506/2463B70E50389CEF5B699ED80DF479BBB92BBFC9/]
[Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/795368055543240632/00A2FCF3784383C2180CD9E6CD7FA7AFF4771576/]
Disclaimer: You might end up seeing maybe 5% of entirety of this in the final version.
I will also not post a picture of the layout (not that you can't find it in google maps) as I've posted places only where floor already exists on the map.
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Seems a bit like Insurgency's push mixed with L4D2 versus, I'd look into maps from there but when I have more time I'd love to look into it myself too
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Are any of these models from L4D2? I'd love to use some models from that game but I don't know if they're allowed within the rules
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Have you played DE_GWALIOR by FMPONE? I used to play that map a lot when it was in the Operation, it kind of reminds me of yours, albeit with a much smaller layout but you should get some design inspiration from it, if not how vertical it is.
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Haven't tried TAR myself so can't help with it unfortunately but I promise to run through this map myself and give thoughts, you've helped too many others with that already.
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The bingo chart of my planned locations is almost completely filled out just from this one competition alone. Great choice, hopefully there will be a lot of verticality (my idea of Cappadoccia was more like Grotta Palazese, another entry into this contest)
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Depends how far it reaches (which would affect how easily smokeable it is) and if it's a really vital spot. Remember that it was a thing in 1.6 for DUST2 T spawn to have a small peek hole.
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Nice choice with a huge potential for a unique layout.
Is this mostly based on Corfu by any chance?
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I was curious myself as I had been to the city and it had some potential to be turned into a map, shame Canals assets can be barely used, as not that many things can be placed from there despite Venice not being that far IRL.
However this map is truly in the earliest stages possible,
Images in order are, overview (warmup counter is where the CT spawn is, then B and A sites respectively with T spawn being where the knife handle is), A site, B, CT spawn and T spawn showing surprisingly well chosen skybox weather.
The layout is far too generic and lacking in a way that we probably can't help you unless you explain us your goal with the map, I see the radar has a different image to it? Anyway, all I'd like to know is if you're inspired by some other map like Cache or Italy so we have a reference point to compare and help you from here.
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The map seemed to be far more open in the initial posts but I'm liking how it's turning out, looks a lot like Insurgency maps in some ways.
If there's (another?) Mapcore test I'll be definitely on the lookout for this one, the style you've gone for is intriguing.
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Just wondering if this is something stupid that I've done on my end but the uniform scale on importing the vmf seems to work, except it has moved all the props down and rotated them 180 degrees?
Spoiler [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/773972278150876070/1CE9F733B97B50CFE3A1D4C5BE5A177845D801C9/]
[Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/773972278150875508/CB41744CCE517BE04F92C2D89F08A4C0CDF003AB/]
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[Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/798741531907853193/C060D0809304B0C7FB0100F16AAFDA359806FB5C/]
The last pic is in game (and not gone through wallworm yet, it was just the compile before I opened wallworm as it didn't have the scale support then) so you can see how the bikes and the arch isn't supposed to be in the ground
Still, if it's something I've done then it could be a cautionary tale for someone else if there's a fix or thing to avoid