de_drone ![]()
Looks good but like said above, the run down buildings just dont fit well
de_drone ![]()
Looks good but like said above, the run down buildings just dont fit well
Quote from TheGumaWith the new Phong feature you can totally make this map look like BO2, make sure you don't post it on Reddit otherwise people will rek you there for the map being a Call Of Duty map.
Add some height variation, replace the red color with lime/aqua color and add flowers. Replace certain structures and you might have a good map!
There's a pretty good amount of height variation as is. It's hard to tell from the pictures, but the pool side is the lowest point, next in order of height it T spawn, then mid/ fountain side, and then CT side it the highest up. It's about 3 players high from pool to ct. As for the colors I'll think about it. I would like to make an ACTUAL comp map using raid as inspiration. This is just a fun project.
Flowers are still coming ;P
Think it's more than about time for an update:
T Spawn coming together slowly but surely-
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Kitchen [CT's path to mid]-
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New overview of map-
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It looks a tad bit too open IMO
Quote from TheGumaLooks awesome, I don't care if it's a remake!
I suggest you use brighter ambient and lighting settings (white) and set the skybox to anything else than sky_dust.
Maybe add some reflective properties to the textures and It's going to look awesome.
Still need to yank the normal maps out of bo2, burbut thats for later. The lighting is juat copied from dust2 for now. Was thinking the militia_hdr skybox. Something California dry summer feeling.
For visuals but probably not to be accessed by the players. Seemed a bit rough for gameplay
Better lighting, and the layout so far [subject to change a bit to play better]:
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This is just a map for fun really. It might become it's own map later on, but for right now it's just practice for me. It's NOT to scale completely, and NOT an exact copy. I closed off some routes to make it more accessible for csgo. I'm still working on de_event, i've just hit a road block, and wanted to do a map for fun though I might make it for Double Action when I am done,. Still early and rough bsp work:
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The main thing i found during the play test is the rotation times. About 7 seconds for both ways. Thats a bit fast ![]()
Between all the boat maps, and all the recent arctic maps people are making, they are going to have to call the next operation Boats and Snows.
Quote from InfinitySlayerXWhat rotation times should a good CS:GO map have?
Most official maps keep the fast rotates around 10 seconds or less. But what exactly should a nice balanced map have rotation wise?
Which maps have 10 seconds or less? I've only seen close to 15
Quote from InfinitySlayerXThe "curvy" lights at middle look a little bit odd. (I think it's texture lighting right?) The color of the light/underneath slightly disrupts the color scheme of the area. I really don't know how to explain it though.
There's a spotlight and light under it. I just copied it from Office at the last second, just for the purposes of the map test the next morning. I sent the map in a little late to RZL lol. I've been playing with the color a bit since.
Quote from AhoyWho or what is demolitions? I'm curious because the only other boat-themed map I know of being made for CS is being done by Catfood.
"What am I" is something I ask myself everyday. 2deep.
I found this: http://c3270052.r52.cf0.rackcdn.com/slideshows/The…Pool-Deck-5.jpgMaybe instead of blue chairs, some brick red, or a slightly muted candy apple?
a nice robust orange wood, with pastel sections of floor, lined with khaki trim.
Quote from kinggambitCatfood's got the cargo ship, now skybex's got a cruise. Inb4 Operation Boat.
Sweet lemme get in on this!
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Workshop link updated: http://steamcommunity.com/sharedfiles/fi…865&searchtext=
Playtest tomorrow afternoon. Little nervous lol
So what do we win if we get the jackpot in the casino? ![]()
Played this in the playtest this afternoon. It has some interesting ideas and parts. I like the balcony to balcony line of site at A, and the sites them selves are okay.
Really the problem is that the map has MANY paths to choose from. In competitive I see 1 v 1's becoming frustrating. The map has areas that just don't need to exist. For casual [20 players] this map is enjoyable to play, but with only 5 per team, this map seems a bit too complex.
Definitely potential here, but I think you were over-thinking things on the layout. Something I realized on my map just recently.
Looks nice, but for some reason the exit sign on the ceiling takes me out of the whole "abandoned" theme lol.
Also some parts of the map look cleaner and newer than other parts that are more worn.