Posts by Quotingmc
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Small Update:
Started work on tweaking mid ready for first stage of textures. Some changes include removing a hiding spot on T side, giving CT more room on balcony adjusting the CT entrance ways. I have also changed the colour scheme on T side to orange rather than yellow. Another smaller tweak is with the geometry of the CT to A connector to remove some bad angles and make it flow better.
Images:
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Have also collected almost 40 reference pictures from de_nuke to work from and help make the map look cool:
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New Update!
Please Note: This version is NOT currently on the workshop!
I have almost finished blocking out CT with rocks and foliage as well as adding some textures and more detail to the buildings. I have also started to add rock faces throughout the map including the back of B bombsite.
As always, any feedback is gratefully received and always considered when improving the map.
Images:
CT Spawn:
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B Site:
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Full credit for rock props to @Yanzl!
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Quote from Shibou
First of all: Please upload the latest version to the workshop, so we can ahve a closer look at it!

in the version we got so far are some minot clipping issues, ofc typicaly at doors/gates like on Site A.
At some places you've got some very thin walls. Right now there are no real textures, and of course this might work if you choose a suited one, otherwise it might look a bit strange.
I found some very nice potential AWPy sightline near Site A but dunno if that might be intended.
Thanks a ton for this very useful feedback!
I still need to do a full clipping pass and I will remember these spots when I get round to it. As for the sight line, I have been meaning to rework that passage for a while, it feels very off. I will take that into consideration though when remaking it to stop another long angle.
As for the thin walls, I will have them as panels of metal or the such, more temporary pieces laid against the walls than connected structures.
Thanks again.
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More work! Still very temporary, more just getting a feel of what it could look like. Still fiddling with light on bushes so that is why the shadows are a little broken.
I think the CT spawn rocks are too flat right now along the top and could do with some additional foliage. I also want to make some sort of cool looking building atop the hill next to the silo. The small room will be the guard box.
As always, I love feedback on what could be fixed or changed!
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Picture from above:
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Quote from VIOLATION
Is there any particular more specific theme you're going for yet? Location? etc.
I am going for the general feel of the new Nuke so I guess an Clean(ish) American storage facility.
I know they are a bit boring but I hope I can make it look unique and pretty while still being playable.
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Quote from Klassic
Any updates on the CT area?
Back tracked a bit an focused on getting the aesthetic down in the T area as a template for other parts of the map. Here, have some screens:
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Quote from Shima33
HELP NEEDED-
I'm getting a "Failed To Publish FIle! Error 9 - Local File Not Found" error when trying to upload my map to the workshop. Any help?
I have had a same error code before if you upload took to long. Was it uploading to the workshops for longer than usual? Custom props tend to increase the file size a lot. I think steam cancels the upload if it takes more than 10 mins or so. A fix for me was to increase upload speed; close tabs, restart router etc
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Quote from Shibou
These rock alter the strickt layout of the map by adding some natural feature to it. I realy like the idea, yet they are looking a bit artificial. Right now i've got no idea where you plan to implement them on your map but i thing they'll make out great if you'll "inhumify" them a bit more. Perhaps by adding more alteration in their maximum height they somehow appear more like a wall instead of rocks. ... just my thoughts on it.
I agree, they need a lot of work still. I will try make them more random and natural and also maybe add some foliage on top to break up the colour. Thanks for the comment!
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Quote from VIOLATION
I'd imagine he most likely asked Yanzl but it is possible to extract textures/models/etc. from any map by loading it up in pakrat and saving the assets you want.
Quote from Shima33Yeah, keep at it with that style you've got! Looks really amazing.
Where did you get the rock props from? I could do with a few of those for my own maps.
They are from resort, they can be downloaded as a pack along with Yanzl's other assets in a thread in the work release section. On the thread it says they are fine to use with credit and I double checked with Yanzl via steam before posting

EDIT: Here is the thread - https://www.mapcore.org/topic/19316-re…-castle-assets/
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Experimenting with some ideas:
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(Credits to Yanzl for the rock props)
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Quote from jackophant
They'll never get a donation from me using Comic Sans on the donate button. Physically impossible for me to click it.
#stopthehate
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Quote from wylde
What an update! I just hopped in here to check the progress of this since those sawmill screenies first gave me a map rager. I was looking through the early posts of this and wanted to say that it looked so aesthetically promising but that layout was way too complicated. But this updated overview looks much more like a balanced, fun competitive map! These new nuke assets are gonna make for some great maps.
WILL THERE BE A GIANT SAWBLADE SOMEWHERE?
I may have to have some sort of reference to sawmill. Thanks for the compliments, I am really enjoying using the new nuke assets! They are all nicely clipped and the recolouring is a real bonus. Pitty there are not to many new textures, I am struggling on that front.
Quote from Golden BitCare to explain which spots are not very balanced?
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Everyone's profile has a "Community Reputation" number yet it has no apparent affect or cause.
The only thing in some of the older profiles "Reputation Activity" is status updates but seeing as they are gone now, what actually impacts this number?
Even if something such as likes increase it, what is there to decrease it and what purpose does it have all together?
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I have made some more changes following some play-testing with friends. Map is generally more open than before with a less cluttered feel. I have some big plans for improvements and visuals which I hope to how soon. Still appreciate some feedback!
New Radar:
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Seems a little over complicated. Remember to keep it simple.
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New Update!
Still very WIP. Mostly worked on balancing the map and opening everything up a lot more. I have also simplified a lot of areas that were too complicated before. Have a long list of fixes still to make but here is a start. Some major nodraw errors and missed clipping.
Would really like some feedback, workshop link is up to date in OP.
Lots of Images and text inside:
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New B Mid/T connector to replace the claustrophobic room.
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Far more Open B site, still need to add some more height variation and extend site for more diverse bomb plants.
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Simplified mid and adjusted a few tight angles.
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De-cluttered T entrance into A site.
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New back of A for T's. Heavily WIP.
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Some experimenting.
Still on my to fix list (a lot):
Quote- Fix Main Crate On A
- Remove Random Clip Brush On A
- Fix NoDraw In T Spawn And CT Mid
- Polish T Back Of A
- Raise Door For CT Entrance To A And Sight Line Through It
- Add More Height Change
- Completely Redesign T spawn (More Open And Less Corridors)
- Add Some Recognisable Features/Big Structure
- Un-solidify Railings To Bullets For Less Rage-Inducing Fights
- Fix CT To Mid Geometry And Angles
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Ironic it uses a lot of the new de_nuke assets when the original de_fang was the maker of nuke, Jo Bieg's, only other official map.