Posts by Bodd Jonar
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Quote from Vaya
I think that mound should be removed. Looks very out of place. There's no sign of snow on the roof..
I guess they piled all the snow there? If snow are contained like that it can take weeks to melt, so you can see big piles of snow even tho it stopped snowing weeks ago, and green grass is covering all the rest of the landscape. Seems kinda douche'y to block someones door like that tho. ):
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Ok I'm gonna be pretty harsh here, I just played a playtest and after figuring out the layout (which took several rounds, it is seriously confusing) I understand some balance issues.
- I really like (love) the basic layout, the big pathways that lead to the bombsites, I like how T's can go right or left to get to B, and mid to get to A, you got a really good layout there. The problem is with the vents. Lets say I have a teammate that holds left side and makes sure T don't go down B, when he dies the T still have to run down those stairs and all the way to B. So if the Ct's have a player by the vents in mid, helping out on A, he can instantly drop down and hide in B, and the T's cant do anything to stop this. Imagine pros playing this against other pros, it would be a 15-0 map.
- Everything is under roofs, you can't do any smoke takes, against a good CT team there are no options but to go into aim duels. This is the maps hardest problem to solve. Imagine inferno with roofs covering the bombsites, gl on taking B. B is under roof and that is Ok, because directly at B is not where CT's will hold, they will hold left and right side,so being able to smoke CT's off there is the most important thing, and being able to smoke almost anywhere on A really.
- You don't get punished for dying as CT. If my friend die on A and I hold left side, I can rotate to A in 3-4 seconds. This can be a good thing tho, just wanted to point that out.
- Heaven on A just seems ridiculously OP, why can you walk out all the way on it? That is just like Nuke A site = hell to take
- Remove the vents, and give the CT team a stairway down to B from the spawn, this way people have to play as a team and can't instantly rotate down to B. The vents just feel cheap. The stairway could lead down to the backwall of were T's plant. If I am to A it means that I commit myself to that bombsite, I shouldn't be able to rotate to B in 2 seconds, it really removes skill and the ability to use the map to your advantage.
- Why is there no sign at A, on our first round, we pushed middle to get to A and I was shocked when my teammate planted the bomb in front of me, I thought we were still in middle. The only thing telling me that it was a bombsite was the vague lines on the ground, spray a big A on that floor.
As I said, the basic layout is fucking golden, but the vents ruins any chance to balance. The map also looks beautiful, and I love the name, when we voted for a map, almost everyone that hadn't played any of the maps wanted to play empire, it just give that kind of respect, it represents something powerful, and now it is your job to make it that, gl!
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Was this map in the competition?
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GL on the development, I really miss the times when good WW2 shooters were released all the time.
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Interesting Idea, would love to try this map in matchmaking.
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Quote from text_fish
The vast majority of Counter-Strike players probably don't know what nodraw is, but that doesn't render their opinion on a map's gameplay and aesthetic quality any less valid than somebody who does.
Oliver said pretty much what I thought.
The nodraw thing was just a minor thing btw, the way he judge the maps was very weird and made no sense. I would think that CEVO would playtest a map before rendering a layout useless, not just run around on it for 10 minutes and focusing 7 minutes of them on nonsense. Cotton shouldn't judge maps alone, is all I'm saying.

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Quote from text_fish
It'd be great if the judges could stream part of their process, like Cotton did for the last CEVO mapping contest. Might be a lot of extra work though I guess.
Why did that guy even judge maps? He did not even know what nodraw was.

This is great work, must have taken hours... +1
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Quote from Tyker
I never read about the 5-6m roof rule for cattle, even though we did read through slaugthterhouse rules, plans and saw documentaries. We also really wanted to include the Temple Grandin cattle chutes but those things are way too big for a CSGO map! Considering we intended the map to be in a cattle slaughterhouse, I would love to know more if you could tell me why that 5-6m roof rule exists!
It is no rule haha.
It is just needed for the cows to hang straight without touching the floor. A cow is pretty long when it hangs in its feet, while the head hangs under it towards the floor. When slaughtering cows you don't use the crooks in the map, you use one separate crook for ever feet, so that you can saw the body in half. like in this picture, notice the crooks: http://g02.s.alicdn.com/kf/HTB1a2DpIXX…arcass-Band.jpgI understand the blood etc and the simplification, you don't need to change anything.

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I work in a slaughterhouse, so this was a fun theme
Even tho it doesn't look like a real slaughterhouse, I guess you either choose gameplay over a realistic look or you don't work in one, but I still love the theme. I can't really tell what type of animal is being slaughtered in there, by the height of the building I would guess pig or lamb (the roof would need to be 5-6m tall to slaughter cow), but then the crooks don't seem to fit. And who leaves blood on the floor after the production has ended for the day? :mad: If there is gonna be blood, there should also be blood on the walls, because the blood gets all over the place, this is the cleanest slaughterhouse I have ever seen. :lol:I could talk for hours about this, but I understand that even what you have done is impressive, modeling alone to make a realistic slaughterhouse would take thousands of hours, and getting that gritty look of a real slaughterhouse is not possible with the source engine.
I would love for there to be dead animals somewhere, but I guess such a map would be short lived.
Sorry for being a smartass, as I said, I love the theme.

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I liked the look of the A site the second I saw it, looks promising.

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Updated the thread, images are in the first post, a long way to go still.

//Bodd and Hoover.
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I love the theme.

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This looks sick! You made a map in 2 months that looks 2x better than my map that I have been working on for 14 months, gj!
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Quote from JamieGamez
Thanks for the suggestions! I'm tempted to move the harz sign onto the map so that it is visible from most of the map. Gonna fine tune the displacements on the road and lower the gate.
That is a good idea.

And remember, hard work beats talent, and it is damn true when it comes to hammer.
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That road looks unrealistically bumpy, not even the stone age man would build so sloppy, and isn't the gate in picture 3 way too far up, looks like you could just walk under it if they where to close it.
Regarding the HARZ sign, companies usually put big signs like that towards the highway or something, not in a yard where you could easily see a sign 1/4 of that size. It doesn't feel very realistic.
And you missed the most important screenshot, the overlay.

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[Blocked Image: https://migrationtest.mapcore.org/uploads/monthly_2015_08/2015-08-26_00001.jpg.1caf54b68b1e46c239a9ae2add9040de.jpg]
This need some colours, a trash bin with some small piece of trash outside of it or something on the wall, anything!
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There is no workshop link or am I blind? Have this been playtested? if not, do it. Would like to see how it plays, I really don't like when maps have two entrances to a bombsite that you don't have to fight for. What I mean by this is that B site on Dust2 only has one way in, but if you fight and take middle, you will get two, same on cache B site and so on (A site has two entrances yes
)Your B site maybe should connect to mid in some way for this purpose, maybe that would make mid really important for both CT and T, It should also help on balancing retakes. But it would require a playtest to answer those questions.
Edit: or maybe you thought of it like this? To get two entrances into B the T's would have to take the long way and wrap around it? Something like smoking Arch on inferno and wrap around A
https://gyazo.com/de996822a20e4ce822f53c3dbb059d77