Another flood post. JK. i may make a new thread with the next update since this has been going on for so long but nearing the point of finalizing details after the next playtest. Have a look around feedback is welcomedhttps://steamcommunity.com/sharedfiles/fi…s/?id=628541757
Posts by Epic
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I havent personally ran through your map. Just general feedback from what I saw from the one picture on your workshop. Keep at it!
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Your workshop leave alot to be desired. 1 overview screen shot that appears VERY dark. Here are a few links: How to make neat and working radars : https://github.com/Terri00/CS-GO-Auto-Radar A nice getting started guide for mapping from Tophattwaffle:
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Back with the "Final" layout. From here Ill be focus on refining and detailing instead of major changes. Here is and overview/
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Alot of you have wondered how the theme of my map really works. Here is a small explanation. Most of my references come from Zagreb, Croatia.
So the thought process behind the derailed train is there was already an attack but it was botched so the terrorists are coming back to finish the job, hence the broken wall and derailed train. I think I've found a theme that would tie it together with the rest of the map I think. So T spawn is actually a "mall" in Croatia in the same city as the church and tram area. My thought was A is the main transport for people to get to the mall, the simple path leading from the Tram to T spawn would be like a Street market right, which tourist would get a lot of their goods from and make their way to the mall. T mid is current a living area for natives ect. I was thinking with your suggestions of tying it into ct mid turning that big area into a Commons area if that makes sense I like the restaurant and beach area of B. But B site it self does not tie in at all theme wise. Originally it was a shipping dock which make sense IRL. But not so much for the way this map is heading. I was thinking of maybe a Board walk type area. Croatia has a castle wall the follows along the shoreline, so incorporating the wall would be a good target to blow up for historic reasons. So ive gone ahead with that idea continuing the boardwalk and restaurant theme.
As For changes for this version. Honestly there is too many to really name. Check my previous posts layout compared to this one and the changes are obvious.
Major changes - Rerouting almost all routes.
Reworked both A and B sites.
Moved CT spawn.
Moved T's mid entrance.
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Im excited to see how the changes effect the map! Looking forward to it
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Im back again, this is becoming a problem..... Well here a beta version 4/ Hopefully after a playtest I can work on texturing and finalizing the map! thoughts? https://steamcommunity.com/sharedfiles/fi…s/?id=628541757
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Hey guys! so im taking a swing at this wingman comp, im taking inspiration from Cod:bo4 blackout with a twist, The spawns are flipped! crazy i know and will it win, no but im going to have fun! check it out
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After alot of work alot of changes have been made! Current version v12_f
Major Changes
- Fixed Lighting by brightening the whole level
- Rerouted mid so its no longer 2 long straight paths
- Rerouted T app, moving them closer to t spawn allowing easier access
- Removed Mid(scary i know) in place added connectors to fight for for map control
Minor Changes
- Added Details to Church
- Slight rerouting to docks via long
Other Changes
- Removed Giant box skybox for a more professional skybox.
- Updated the radar to better show paths and cover in each bomb site
- Removed details in mid for layout testing optimization
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Well Hello there! I have made some major layout changes to the map and is now in version 11. I am unsure if these changes have helped anything since the playtest as i cant remember a few years back if im behin honest but here it is!
https://steamcommunity.com/sharedfiles/fi…s/?id=628541757
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As I'm out of a computer still I was wondering if I could pay someone do create a radar and a nav mesh for the current version 10_a.
Willing to pay well, name your price.
Again thank you!
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Hey everyone, been a long time once again. My computer literally caught fire so I've lost most of my files for this map I was wondering if anyone had v9_c i have the workshop version but i need the playtest version. The end of the I'd would be 516587257
Please ge tback to me i would be very greatful
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Hello everyone i know its been Nearly 2 years since ive posted on this WIP.
But I am still looking for feed back for the current layout and flow of my map. The map is current in version Alpha09_c
I am Currently looking for play testers to give me some info on the layout and flow before i go any further with this project and start adding more cover and detail. Any feed back is welcomed thank you.
I am hosting this on my own server for you to check out the ip is : 72.5.102.220:27015
Also I will be putting in an application for play testing.
You can also get it directly from my workshop here Along with the previous version .
Aplha09_c: http://steamcommunity.com/sharedfiles/fi…s/?id=628541757
Workshop: http://steamcommunity.com/profiles/76561…yworkshopfiles/
With the Current Version of the map i have made these changes.
Major Changes:
Underpass:
- Relocated Entrance
-Added second entrance through mid
-Reworked Layout of underpass
-Lowered ceiling height to present the feel of a "sewer"
B Site:
-Took roof off long
-Reworked Long path
-Added App/Alt route from mid
Mid:
-Added archway for ct mid
-Added an entrance to each site from mid
A Site:
- Raised entire site about 64-72 units
- Reworked upper layou
- "Note" Upper is still missing cover locations due to lack of testing
Detail:
-Added dock area
-Added Light house
Screenshots:
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Quote from Plat
Try accessing the 2d options in your options menu and setting the option that locks your rotation to 15 degrees, can help with precise rotations. Also try lowering the grid size to like up smaller details. Have a WIP picture?
My workshop has all of the Current Versions screen shots in it which can be found here: http://steamcommunity.com/sharedfiles/fi…s/?id=516587257