The new pics are up and the workshop link has been updated.
Posts by Upperdawg
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That's too bad
Looking forward to the updates. Good luck! -
Final update before the deadline is now up on the workshop. Final update.. that's probably a lie.. still hours left!
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Updated with some new pics. I've started working on the aesthetics to find the right feel for the map.
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Hi,
Just want to check if anyone has made the upgrade yet and if there has been any issues? There's (almost) always some issues in the beginning with some programmes and since the deadline of the CS:GO-contest is around he corner and I haven't read anything about SDK issues. It would suck to have to deal with all that instead of mapping.
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Quote from Vaya
Looks pretty cool from the screenshots. Visibility might be bad though - foliage + dark areas + busy areas = rip readability. Be mindful of this

Yeah, the detailing looks nice. However, making thinks look good with detailing and lighting comes with the price of readability. Personally I think this is one of the hardest parts of mapping. I think you can achieve a lot by bumping up the lighting a bit.
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Updated workshop. Please, check in and post some feedback
Pics and overview updated coming soon.. -
I agree to not being completely on board on the overall look they are going for. I liked the trailer but seeing more of Will Smith as Deadshot made question that cast even more. Seems like Marggot Robbie is going to nail her role and I have the outmost faith in Jared Leto after seeing him in other movies.
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Wow, looks awesome so far. It world be hilarious if you added some neon signs with obvious fake tech brands.
I would also like an overview

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Hi,
My name is Victor and I'm from Stockholm, Sweden. I actually just started mapping and found mapcore through the Reddit/mc-contest. So nice to find a place where you can talk about this stuff with ppl who actually care about it too
I'm currently working on my first map which I'm entering in the competition. (Yeah, I know. I don't know why either) I've been playing games for 23 years now and been into drawing/design for about as long as that so I really don't know how I haven't started mapping until now.What else.. I'm 28 years old. I study computer science and economics. I dream of starting a game studio but for some reason work in finance.
Thanks for having reading!
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If anyone is wondering, I've always wished to leave this world in a grizzly space related death about 588 million kilometers from here. Too bad I have to wait for 2,5 years if I start today..
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@jackophant Actually has a good point. Thinking about it the name of my map, de_shipment, makes me want to facepalm myself to the seventh moon of Jupiter.. :XD:
Let's see some screenshots

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Quote from Panda
Just looked ingame. It is looking pretty good already. The layout of B site is really nice (but I think that as soon as T taked mid, which is quite easy, and go onto B site it will fall very quickly because CT have too many places to cover)
Thanks Panda! Yeah, it's a mid-heavy map and making it hard going through the connector onto B is my idea of balancing that out. It's not recommended to do a full rush-train through it since it's easy to smoke off and there's lots of angles to check when you enter.
Quote from Panda- There is a problem with the radar in the mid connector to A
- A site feels quite claustrophobic with all of the cover (lots of angles to check when entering the site)
- When I checked the timings for the sites they were slightly off because by the time CTs had got onto the site the Ts had just left the entrance into the site so I would move T spawn slightly back (the choke points are on the site) xD
Yeah, the radar is actually from an early version which I stated in the OP. That'll be fixed as soon as possible. I agree on the timings still being off I'll look into that. What site do you mean is the worst?
Thanks for the feedback

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Quote from Vaya
I've a strong advocator of optimising as you go. waiting until the end can hide bad brushwork and makes compiling for playtests and local checks a lot slower.
Quote from jackophantWhat do you class as basic optimisation?
Apologies for continuing being vague with my answers. I try to optimize brushes, sightlines, func_detail and nodraw as I go. That's "basic" for me because of the reason you guys state; it makes rendering easier and it's just a pain in the butt to have to go back and do it later and opens up for missing things. The things I haven't done yet are things I think get's in the way of creativity. I tend to change and re-render a lot since I'm still new to mapping and like to see the results in-engine and I feel that having to remake the skybox/adjusting hints get in the way of my thought process. I guess that's just my preference.
Quote from laminutederireYou can modify your hint brushes easily enough, unless you're always changing everything, which probably isn't the case.
The thing is that has actually been the case up until now. I'll defenitly make sure to do it before fully going into detailing.
Thanks a lot for the tips on optimising guys. What do you think of the map otherwise?
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Quote from jackophant
You want to try and optimise as you go, as it's very easy to miss something when coming back to it all. You can always compile/optimise/compile/optimise and theoretically, each pass should compile faster (if you're doing it right), but it's not ideal.
To clarify I've done basic optimization. However, the skybox is a mess and I haven't started working with hint/skip yet. I feel that it's a waste of time doing too much optimization before the layout is set.
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Kind of hard to leave any feedback on gameplay or aesthetics until the map get a bit more shape so I'll just tell you this.. great-friggin-brushwork. Shapes and spaces feel really nice and natural. Love the bench-ledge-curved-thingy in mid. However, I think you should add some clip so it's not such a hard step if you stand on it and go on to the ledge. Otherwise, the only thing I can complain on - even if I'm certain that'll change in later versions - is that the props used feel a bit repetitive. Excited to follow the progress. Keep it up!
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Just updated with a workshop-link and some screenshots. ANY feedback is greatly appriciated.
Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=460986758
WARNING: Don't check optimization on my map yet.. your eyes will bleed. :lol:
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That pic is broken for me. post it externally and link maybe? Got imgur?