Congrats to everyone!
Posts by Slimek
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It's been an incredible year long journey, and it is finally coming to an end as we present to you the final version of Palacio for Stage 3. We'd like to thank our playtesters and everyone who gave feedback. We'd also like to appreciate the effort the Mapcore staff has put into organizing this contest. Good luck to everyone https://steamcommunity.com/sharedfiles/fi…/?id=3249860053
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Congrats everyone!
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We're over a month into Stage 2 of Mapcore contest and so far, I've used this time to further refine the gameplay, while @Coachi and @KlixX have been working hard on the visuals.
Pathing to the B site was by far the weakest part of the map and the recent updates have focused on greatly improving that area.
The distance needed to reach the bombsite was reduced by getting rid of unnecessary 'buffer' areas, thus directly connecting B Long with the site through one main chokepoint.
To accomodate this change, the site and the surrounding paths had to be mirrored.
Spoiler Before:
After:
I have also decided to once again move T spawn, hopefully this time to the final location, bringing it closer to Mid (and B).
Here is a comparison between the version submitted for judging and the current one:
And last but not least, here's the first art pass around A Site:
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Congrats everyone and good luck in the next stage
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Palacio was featured on the FACEIT hubs during Week 10 and it was played 12 times. Here are some stats gathered from the matches:
Spoiler
I was quite happy with how the matches played out, however early round gameplay suffered from very long initial engagement timings.
Here's the list of the most notable changes in the latest update, out now on the Workshop:
- Tweaked timings
- Moved T spawn to restaurant area
- Tweaked cover around A
- Added a side entrance to A main
- Flattened A connector
- Added additional rotation path for CTs
- Removed pillar and arch obstructing vision on Mid courtyard
- Added inner arch in Mid connector
- Moved entrance to B connector
- Widened and added squeaky door to B connector
- Streamlined B main and ramp
- Added audioblockers around B and underground
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I realised I haven't posted anything here just yet, and now seems like a good time.
The first version of the map was published on May 20th and it was playtested on the Source Engine Discord.
We have since addressed issues that came up during playtesting and today we are shipping an update in preparation for this week's FACEIT hub map rotation.
Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=3249860053
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Hi everyone,
For this contest I am once again teaming up with @KlixX, as well as @Coachi!
We're going to make a de_ map based on Palácio Nacional da Pena in Sintra, Portugal. https://steamcommunity.com/sharedfiles/fi…/?id=3249860053
[Blocked Image: https://a1.eestatic.com/cronicaglobal/2023/09/10/empresas/793430831_8690103_1706x960.jpg]
Updates soon
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Good luck everyone
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Those are some good looking trees
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Come join the DZ_FROSTBITE Faceit Hub EU: https://faceit.com/en/inv/7vBjC9V NA: https://faceit.com/en/inv/cfGrEIK Currently 8 players required to start a match, if there's enough interest we'll raise the limit
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Quote from JorisCeoen
40 minutes ago, JorisCeoen said: Is this a trend or are people gearing up winter-themed maps for a chance in the next 2020 operation ?? Michael just released his snowy Dagner Zone map like a few weeks back as well. It's actually surprisingly similar in visual appearance as well.
We started this map before him.
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Quote from fewseb
1 hour ago, fewseb said: I also find it strange how different snow textures are used and their implementation, you have nice custom hd snow, the that one hd snow from Monestary and those are usually worked in really nicely through blend work and custom props. Other times you have the low res snow from css that its just plopped on top of something with obvious edges from where the displacement go underneath a surface.
I'll let others address the other issues you mentioned but this one specifically caught my eye. Every snow texture on our map is custom, we don't use Monastery or CSS snow.
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Congrats to everyone!
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Check out the updated version on the workshop: https://steamcommunity.com/sharedfiles/fi…/?id=1721338314
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Bomb defusal map set in a coastal town in Bulgaria made by me and @KlixX.
Reference:
Spoiler
[Blocked Image: http://www.vacante-online.ro/resources/quick-sell-vacante-online/2019/1016/Sozopol.jpg]
[Blocked Image: https://muisz.com/wp-content/uploads/2019/01/Sozopol.jpg]
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[Blocked Image: https://i0.wp.com/archaeologyinbulgaria.com/wp-content/uploads/2016/01/Balchik-Palace.jpg?fit=681%2C481]
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[Blocked Image: https://st2.depositphotos.com/2066261/6862/i/950/depositphotos_68626931-stock-photo-roman-bath-in-the-yard.jpg]
Layout history:
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1st version (circa April 2019)
[Blocked Image: https://i.imgur.com/BJrzyTk.png]
2nd version (May 2019)
[Blocked Image: https://i.imgur.com/omj6dzG.png]
3rd version (June 2019)
[Blocked Image: https://i.imgur.com/B89dR26.png]
4th version (June 2019)
[Blocked Image: https://i.imgur.com/gWv9yXv.png]
Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=1721338314
[Blocked Image: https://i.imgur.com/57RjUcj.jpg]
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