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Posts by Peeko

  • de_nausea

    • Peeko
    • August 22, 2015 at 12:16 AM

    I havent run around the map yet, but I like the screenshots!

    This theme had huge potential, I suggest you add:

    -more vertical clutter, everything looks very flat with no focal points. If not, you may have to put work into a 3d skybox

    -have clear separation between paths and rides, (take zoo for example)

    -Lighting should fix the bland colors, dont worry about that

    I'm excited to see what you have in store!

  • de_strada

    • Peeko
    • August 12, 2015 at 4:35 AM

    TL:DR I ran around the map but i havent played any comp matches, but middle control does not seem very rewarding to T's.


    Even if the extra route to the second-mid area is beneficial, there is still no direct access to the elevated CT area (excluding boosting)

    ---If you are comparing the top of CT mid to the sniper box on mirage, note that it is only elevated because of underpass, and that it is also accessible from ladder room/cat (aka the connector to b)

    Jungle technically is a sniper box connector, but its too exposed to A site to serve as a post-plant rotation route through mid(it would also remove importance from ladder room if was more concealed)---

    If I were to change this I would add a wide route to snipersnest from B connector(that is exposed to site completely) and/or a one-way route to snipersnest from the squeaky area.

    If you ever consider these changes, I know from experience that drastic layout changes like these are hard to come across. Maybe im just wrong.¯\_(ツ)_/¯ Im really impressed at all the help/critique you give to numerous other submissions (I lol'd at the "before jackophant has a fit" one)

    EDIT:fyi in the sdk texture browser, when you search for the dev reflectivity% ones, the small square ones dont have any lines/text, just solid color(they all end with b ), i would recommend using those in the future

  • [WIP] de_brine

    • Peeko
    • August 10, 2015 at 6:08 PM
    Quote from DeWil

    Layout looks great, its very complicated but its very very open for new tactics, I love it! I just found this little part on the left top that would be not used:

    If you think that this part is not important for the grafical look or something, I think you should delete it ^^

    It appears that you only looked at the radar and not in game, its really my fault for not having screenshots up at the moment, but the gray area is elevated and takes just at much time to jump over.

  • [WIP] de_brine

    • Peeko
    • August 10, 2015 at 10:22 AM

    de_brine is still under aesthetic development, however the layout is complete. I have made several graybox maps, but this is the first map that i plan on finishing. (though I've entered this contest a bit late) Screens are up on workshop page

    http://steamcommunity.com/sharedfiles/fi…s/?id=438557173


    -


    Theme:

    The illuminati plans to extend California's drought by targeting a water treatment facility in the Sierra Nevadas.


    Gameplay-wise, my goal of this map was to combine several aspects of maps in the competitive pool into one. CT aggressiveness is widely promoted throughout the map.

    (below) The red lines show where CTs can force the engagement if they push up, while the blue lines show the choke points when CTs give up map control. The orange route between middle and A long serves as the middle-to-A-connector. CTs can either push up directly from A site or push up the hallway from mid to the other side of the bridge.


    Regarding post-plant gameplay, I limited the amount of direct cover to encourage Ts to play off of site. On A, T's can hide in the sewer and on B, T's can hold apartments. From these positions, it is more difficult to hold the choke points on retake but easier to fight the defuser once they are on site. The same goes for defensive CTs that give up the site but can easily prevent the plant.

    Regarding middle control, I wanted to make the orange walkway as important as possible. When T's control this, they gain access to the bridge, which leads to snipers nest, the extra route to A, and an easy option to rotate around long A. The orange walkway is essential for an A take, similar to catwalk on d2. The radar doesn't show the vent that drops down from mid to sewers.

    Regarding detail/theme, I started this map a couple months back without a cohesive theme, so any visual suggestions would be greatly appreciated. I'm on the fence about using custom textures/props because I don't know if I will have enough time left.

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