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  3. Laysteel

Posts by Laysteel

  • [CSGO] de_gallery

    • Laysteel
    • August 5, 2015 at 6:56 PM

    Playtest of this map got resceduled to tomorrow the 6th of August, 21:00 CET

    I appreciate everyone that will participate and am excited to hear some opinions :D

  • [CSGO] de_gallery

    • Laysteel
    • August 5, 2015 at 5:35 PM
    Quote from Quotingmc

    Maybe a similar thing but smaller such as:

    http://www.hgdecoration.com/gallery/modern…re-artists2.jpg

    Still needs to be fairly square though to stop odd angles to shoot around in a very important area.

    Good idea. Maybe i can get some artistic statues in the map.

  • [CSGO] de_gallery

    • Laysteel
    • August 4, 2015 at 10:11 PM
    Quote from Quotingmc

    Small think that may make a big difference. I think the main feature piece on B, the zig zagged pillar, should be changed I think it visually doesn't look as good or fit in with the rest of the map. Everything else looks impeccable.


    Also maybe increase the number or cube maps on some of the walls in mid. The lighting looks very blocky.

    Yes you are right, but for now the visuals are less important than the gameplay, if the layout fits and works out well i will defenetly get into the details but its not worth doing now. does anybody have an idea what i could do instead of the zic-zac pillar in B? this was just something that could have worked and has some space inbetween for crucial Grenades for both teams.

  • [CSGO] de_gallery

    • Laysteel
    • July 29, 2015 at 9:44 PM
    Quote from DooM

    Hey DooM,

    Thanks for taking your time to give me this ( really quality) feedback, You are right with most of what you said and i can totally agree with you and will try to fix these problems.

    The one thing i think is up to playtesting though is the curved wall since i think it creates an interesting gameplay area, if people like it it will stay, if not you were right

    Those headshot angles are actually pretty easy to fix and i will do that so they are not apparent in the playtesting version.

    Can you explain furter on the crossfire situation? I dont think i quite get your point there... ( and some possible solutions to the problem?)

    I wanna thank you again for your feedback, have a nice day

    EDIT: the playtesting version will be a siglty refined version of the map with consideration of this feedback :)

  • [CSGO] de_gallery

    • Laysteel
    • July 29, 2015 at 1:43 AM
    Quote from laminutederire

    Why playtesting it so late?

    i sadly dont have anytime this week anymore and i think it would be best to do it on a weekend since more people are available (at least thats why i chose sunday)
    also im almost certain that i can attend the playtest myself at that date which is important.
    EDIT: you can download the map with the link above and give me info before we playtest the map now too though if you want :)

  • [CSGO] de_gallery

    • Laysteel
    • July 29, 2015 at 1:22 AM
    Quote from DooM

    Can we get some sort of workshop link? I'd like to have a look at it in game to test some stuff out.

    Hi DooM!
    yeah im not too familiar with dropbox-link sharing stuff yet but tell me if this works - https://www.dropbox.com/s/0xwys9eut35i…allery.bsp?dl=0
    you can just download the bsp and put it in your csgo/maps folder :)

  • [CSGO] de_gallery

    • Laysteel
    • July 29, 2015 at 12:18 AM

    Hey guys!
    i've been working on the map a lot and the Layout + the looks changed a bit... this version also got submitted by to playtesting so whoever wants to test it out has the change then.
    Hopefully the playtesting session i sugested works out, if so it should happen on the 9th. of august.
    here are some Screenshots (quite a lot but there can never be enough)!

    hope you like it, tell me what you think.

    Edit: i know for now it looks alot like agency but i dont think that it will be on a skyscraper in the final version. Also i plan to use a lot of custom models and textures (thanks to an awesome guy called @Wrakk) and not using any agency assets at the end.

  • [CSGO] de_gallery

    • Laysteel
    • July 22, 2015 at 10:28 PM
    Quote from soultron

    This might be a dumb question: the skylight-style glass fixtures on the A site floor are bulletproof, correct?

    Really liking the look so far, and your organic shapes are very nice. Going to study the top down a bit more now.

    EDIT:
    Initial thoughts on bombsites is that they might have too many entrances. Also, it's tough to gauge how much cover will be at the sites: will you add props (actual gallery art pieces!? :D) to act as cover or more structural elements?

    Mid looks like it's very long, so AWPers will have some battles there. Any covers going to be added in the middle of the Mid stretch?

    hi! thanks for your comment

    Yes the glastextures are bulletproof would be weird if you'd suddently fall down and be trapped.
    the Layout Screenshot is kind of outdated since i am working on the map nearly everyday.
    Yes there will be props and only playtesting will show if there needs to be added cover. Its going to be a healthy mix between the Structural cover and props.
    I intend to use much custom content and of course since its a gallery there are going to be a lot of Artworks (not sure if it is legal to just use real art pieces by other artists)

  • [CSGO] de_gallery

    • Laysteel
    • July 20, 2015 at 12:29 AM
    Quote from Quotingmc

    looks great! Already falling in love with the look of of this map.

    Haha :) thanks thats very encouraging to hear at such an early state!

  • [CSGO] de_gallery

    • Laysteel
    • July 19, 2015 at 11:28 PM

    I have just tried myself on some "Oragnic Structures" :) let me know what you guys think and if it looks any good.

  • [CSGO] de_gallery

    • Laysteel
    • July 19, 2015 at 12:51 PM
    Quote from laminutederire

    Hey if you want some info about organic architecture just ask, I have the autobiography from Frank Lloyd Wright, where he explained the philosophy behind it. ( it is the architect who built the Solomon Guggenheim museum in New York (reference below))

    Also make sure to use verticality in the scenery. Modern museums are using all techniques available to make something very high and such:

    My reference would be the Kumu in Talinn:

    [Blocked Image: http://www.mimoa.eu/images/2764_l.jpg]

    [Blocked Image: http://www.mfa.fi/files/mfa/UUSI%20nayttelyt/7C_-_KUMU_Art_Museum_-_Estonia_-_Tallin_01.jpg]

    there is a virtual tour if you want

    Display More

    i very much agree with the use of verticality and i will try to make some impressive structures that way :) thanks for your reference, the kumu museum looks awesome!

  • [CSGO] de_gallery

    • Laysteel
    • July 19, 2015 at 12:47 PM
    Quote from Quotingmc

    you should run a little contest for people to create a painting for the map and then you could pick a few you like and give them a mention in the description or whatever

    Thats a very good idea! I wonder if people would be down to do this... We'll see when i progress a little further in the map since i dont want people to make pictures that in the end wont fit the theme or cant be used in other ways since the map itself changes alot in its current state :) but then again your idea is awesome! I just need ti know if the people would actually be interested in something like that.

  • [CSGO] de_gallery

    • Laysteel
    • July 18, 2015 at 3:46 PM

    Hi tchick!
    Thats actually an awesome idea! i'll try to make some organic structures

  • [CSGO] de_gallery

    • Laysteel
    • July 18, 2015 at 3:43 PM
    Quote from TheGuma

    Thanks so much for taking your time to write all this :). I agree with most of what you say. I'll try to make the Layout more unique and interesting for the players. I also added some cleaner cover for the Riflers so the ct-AWP isnt too overpowered. Also i am working hard on making the "Spawn" areas better so its a good experience for the players (you'll see what i mean in the next update).Thanks again for your kind comment! if you have any suggestions in terms of layout i am more than excited to hear them :).

  • [CSGO] de_gallery

    • Laysteel
    • July 14, 2015 at 11:31 PM

    Hello Mapcore community!
    I would like to show you guys the new project i am working on which (for now) is called de_gallery.
    Its a defuse map and the theme is a modern art-gallery.
    I think at this stage it would be ready for playtesting so that will happen soon if you want to play on it.

    I REALLY appreciate ALL of the feedback i get so go ham on your keyboards and tell me what you think!
    Thanks guys! now for some screenshots:

    Overview:

    Middle:

    A-Site:


    B-Site:

    Entrance to B-Site:

    Entrance to A-Site and one of the entrances to mid:

  • [WIP] de_coast

    • Laysteel
    • June 26, 2015 at 10:23 PM

    Wow! This looks very promising! Good job so far

  • de_cargo

    • Laysteel
    • June 13, 2015 at 8:55 PM

    Epic map! really love it <3

  • [WIP] de_rising

    • Laysteel
    • June 8, 2015 at 8:15 PM

    Hey Guys! This is the map i've been working on in my spare time and it has come a long way!
    It has just recently been playtested by the r/csgo Playtests and i've taken the feedback and updated it.
    The map is in a State where i dont think much visuals need to be changed (if so, probably only visibility problems) but a map is never perfect so feel free to give me feedback!

    Steam-Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=401167597

    Best of luck to all the competitors!

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