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Posts by spa

  • [CS:GO]de_corp

    • spa
    • March 6, 2016 at 8:10 PM

    Thanks alot guys! :)

    I made a small-ish update to fix some things and add 10 more spawns so its eligible for play testing:

    http://steamcommunity.com/sharedfiles/fi…s/?id=585501542

    (For some reason i had huge problems updating this time around. Kept getting error 16 or 10. )

    The content cannot be displayed because it is no longer available.

    Placeholder-ish sign at mid. Its that fine line between making sense in the context of the player navigating the map and real world believeability :)

    The content cannot be displayed because it is no longer available.

    Entrance to the Cage sniper spot. Again trying to reinforce that trespass-feeling (yes i know some of the bricks are mapped wrong but im still just establishing ideas). I blocked off the low opening into the main are to give more emphasis on the upper positioning. I also allowed getting into the cage from lowground by jumping the boxes. Before you needed a boost. (i now added a post possibility at A entrance).

    Btw the sniper spot may be a little too OP since you can stand more safely on the ramp and shoot over, but i think this just encourages CTs to sneak into the site and contest through the grate in the cage floor.

    The content cannot be displayed because it is no longer available.

    Some more coloring and detail. Ive lowered in ceiling in the orange section to make it seem like a "finished section" in contrast to the blue T area. Ive managed to keep to higher opening over the door for grenade options. I also really need to replace that ugly placeholder box in the hallway. I tried using a vending machine prop but they are just too small.

    Don't hesitate to give more comments and feedback. Ill look into play testing whenever possible.

  • [CS:GO]de_corp

    • spa
    • March 3, 2016 at 11:13 PM

    Thanks a bunch jakuza - it works now! :)

    Update!
    http://steamcommunity.com/sharedfiles/fi…s/?id=585501542

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    Apologies for the lack of updates, but I have one now with some tweaks and more colors. I also shamelessly used some of the amazing CS_agency textures and props (by Rick_D) to spruce up the map. Ill still play around with textures and find the right balance and hopefully have time to fill out with more of my own custom stuff.

    Im still not completely sure on the right way to get more color into the map but my plan atm is that 'orange' is outside and immediately visible to T, while blue is inside and represents the CT area. I want to play up the feeling that each team "belongs" in certain parts of the map.

    Also added more breakable glass - some places are still a bit ambiguous whether the glass should be breakable or not.

    I added glass that must be broken to enter the long A flank from T side - this is still just a test to see if its cool or not, but i like that a single T can "fake" going long by breaking the glass and then go short. It also plays up the idea of raiding the building. However, this might constrict bots from entering - any insight about that and how this interacts with navigation ?

    Any comments on gameplay, layout and the spaces in general are greatly appreciated ! =)


    The content cannot be displayed because it is no longer available.

  • [CS:GO]de_corp

    • spa
    • February 17, 2016 at 11:23 PM

    Really nice feedback! :D

    I especially like your idea about T entry to the B site sniper spot. I can even see the new side entrance moved further back to use the right side of the ramp a bit (its borderline dead space atm) and make the commitment even greater!

    About Mid room: Its by design that your supposed to feel unsafe because its the "hub" for the CT and any T's that go there should watch their back because it gives great rotation options to either side. Its a risk assessment i like that the player feel. Also if a CT decides to camp the sniper spot he should make sure he has team mates covering his back on each side - he shouldnt get that spot "for free".

    Great point about A site. Its the "loose" cover crates that im least certain about so its nice to get some feedback there. I can see tweaking the entry though to make it less symmetric if i can find a way to pull it off. Ill think about that one!

    Ill definitely consider submitting it to playtesting once i have another solid iteration on it.

    Thanks so much!

  • [CS:GO]de_corp

    • spa
    • February 16, 2016 at 9:11 PM

    Thanks a lot for the feedback man :) Its very encouraging!

    Yeah a lot of the art is pretty rough as im trying out different ideas and will probably change stuff as i go so i don't polish stuff too much atm. But your comments are still very helpful! and I agree with all of it. (well the trespassing sign is actually valid since the main entrance is at A Site and the road area is public, but not the plateau - the sign also reinforces that the terrorists are moving into a space thats off limits - but it needs tweaking!)

    Its a difficult balance of making the map look enticing enough that people will actually try it and not committing too much to the details so I can make structural changes if needed :)

    The last one you point out is interesting to highlight as my idea there was to have the windows slightly self illuminating as their back-lit by the outside light. But for some reason it doesn't accept my illumination map so its just displaying my lighter diffuse map, which looks really bad!

    Quote

    "LightmappedGeneric"
    {
    "$basetexture" "brushes/de_corp/window_inside_01"
    "$surfaceprop" "glass"
    "$bumpmap" "brushes/de_corp/window_outside_01_nrm"
    "$selfillum" "1"
    "$selfillumtexture" "brushes/de_corp/window_inside_01_illum"
    "$envmap" "env_cubemap"
    "$envmaptint" "[.1 .1 .1]"
    "$envmapcontrast" ".8"
    }

    Display More

    anything obvious im doing wrong here? Maybe its an alpha issue?

    Thanks a bunch again!

  • Agency models/materials

    • spa
    • February 15, 2016 at 4:46 PM

    This asset pack is absolutely amazing! Thanks a lot for sharing and thanks for the dropbox mirror!

  • De_Guanajuato Grey Box

    • spa
    • February 15, 2016 at 1:48 PM

    Nice map, i like the simplicity and tightness of the layout. Bots play awful though and doesnt seem to navigate the map properly. On A site i was missing some sort of spot to hide behind after planting - its a fairly tucked in space. Also the bomb plant areas are really small, maybe not necessarily a bad thing, but its probably fairly easy to control with grenades.

  • [CS:GO]de_corp

    • spa
    • February 14, 2016 at 11:46 PM

    Hi guys, im working on a competitive CS GO map and i would love some feedback and comments on what you think in terms of layout and overall gameplay:

    (updated image to v0.49)

    de_corpA holding company has seen involvement in a major embezzlement scheme. Large amounts of illegally acquired cash are being evacuated from the newly build headquarter.

    Counter Terrorists are on site to defend the assets from insurgents.

    Terrorists have arrived to destroy the money, fight the power and bring down the 1%.


    Whats missing:

    - Better overall polish and custom textures/props like furniture, corporate art, construction site props.

    - Improved skybox (buggy water)

    - Embezzlement theme: chart on walls, and "Embezzlement for Dummies" book

    - Money crates on sites and a money trail between A and B site where the cash is being moved.


    Workshop link: (with more pics)

    http://steamcommunity.com/sharedfiles/fi…s/?id=585501542


    Map overview (with approximate timings)

    The content cannot be displayed because it is no longer available.

    The map is still in early alpha and the art obviously need a lot of polish.

    Thanks a lot for any feedback and comments in advance!

    And credit to de_agency props and TopHATTwaffle's realworld texture packs!

  • Mapcore Introductions Thread

    • spa
    • February 14, 2016 at 11:30 PM

    Hi everyone!

    My name is Søren Andersen and im here to get and give feedback on CSGO maps.

    I've worked on small and large titles as both level designer and environment artist.

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