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  3. Mondy00

Posts by Mondy00

  • [CSGO] de_piranesi Remake (WIP)

    • Mondy00
    • May 13, 2017 at 11:05 PM
    Quote from NikiOo

    9 hours ago, NikiOo said: I like the changes that you've made to the layout. It makes it a lot more playable for 5v5. The A site overlook position with the two windows still feels kinda weir with that unbreakable blocked window.

    thanks! more changes to come

    Quote from RAD

    2 hours ago, RAD said: Not sure how that Piranesi leak is going to affect you ,but this seems really good.

    I think this will be best Piranesi remake in CS:GO by the looks of it,try to implement as many

    custom props/textures in final version to stick out from others ,i really like some gameplay

    features ,bring me back old times please.

    the leak you speak of isn't much to worry about. that file has been around for years. i've spoken to the original creator too, and it went well!

    in my opinion though, remaking piranesi would be a very strange move by the devs considering the other more competitive maps in CS' history that have yet to be remade. just my two cents.

    custom textures are important to the remake. i suppose custom props would be too if the right person came along, but they're not essential to the theme i have going, which will be enough to separate it from other maps

    thanks!

  • [CSGO] de_piranesi Remake (WIP)

    • Mondy00
    • April 23, 2017 at 9:25 AM

    Updated the map today on the workshop. This update I focused on trying to make changes that are as minimal as possible but still make a big impact on the problems inherent in Piranesi's layout.

    First up, the CT entrance into B was super unforgiving and too steep. I gave more room for CTs to move in on the bombsite, and also gave them more grenade options for initial smokes and later retakes.

    Below is an example of my efforts to significantly reduce verticality in the map, and bring it more in line with what feels right in CSGO. The ramps are much more shallow from CT and up to mid.

    CT side mid. Here I gave CTs more room, and two peek options. I might add a small cubby in the wall on the right side of the picture below for more positioning options.

    The small grass area is the new second peek option for CTs. They can peek close and low, or farther back and high. Upper mid is a one man spot, and this player deserves a bit more room to work. The closer arch is the new mid to B option, which CTs can also push from B for risk/reward map control. Cover in mid also allows for the old peeks over the walls like old Piranesi, but they are much more predictable as you can only peek from one spot (into A or T side B setup area).

    Below is another example of the reduced verticality. I'm also continuously playing with cover, as A site is proving tricky to balance for all situations.

    T main entrance to A (top right of picture below) is now wider and opened up. Ts are much less restricted in this entrance now, but the actual arch remains small to prevent CTs from getting overwhelmed in A early round.

    Lower mid now serves as an alternative hold spot for CTs, which cannot be traversed by Ts. Ts can contest this spot though from T side, and CTs cannot peek into A without exposing their selves (unless they smoke off the Ts' view). Blocking off one mid route (upper or lower) seems necessary, but this setup allows the old Piranesi areas and angles to persist.

    Below is the Ts' view into this new setup.

    The Mid to B path also provides a drop to lower mid, although its intentionally suboptimal for an A take. The Mid to B connector is mainly intended to provide another smooth option into B with mid control, but this setup maintains an old area from original Piranesi.

    Cover has been reworked in B as well.

    I also opened up the side connector (below picture: bottom) and lowered the window entrance to B (below picture: left side). Both are accessed from upper mid.

    The overview now has a bit more negative space and is significantly more readable.


    With the release of Canals, I've also decided on a slightly refocused theme. I'm very excited to get detailing started. I think yall will be very pleased with its direction, but I still want to make sure the gameplay is perfect before diving in. Thanks everyone.

  • [CS:GO] de_invade

    • Mondy00
    • March 22, 2017 at 7:49 PM

    this looks great man. if you can keep visibility high and the atmosphere feelin good, this level would be awesome. looks like you're keeping the foliage abundant but out of sight lines too which is nice. would love to see this move forward

  • [CSGO] de_piranesi Remake (WIP)

    • Mondy00
    • March 21, 2017 at 3:32 AM
    Quote from Roald

    15 hours ago, Roald said: I think most important thing is you do what you like doing in your own unique way.

    Agreed, although it's difficult to determine what I'll like before the brushes go down. Will probably end up making a separate canal-less graybox and comparing them.

    Quote from text_fish

    15 hours ago, text_fish said: You're remaking Piranesi. If you're worried about "originality" I think there are probably bigger issues than a canal. That's not a criticism though, I love Pira and would dearly like to see a good remake in an operation.

    With it being a remake, I'm hoping to give it as much originality as possible. I had plans to incorporate canals into the skybox and unplayable area, which is why I'm considering tossing them out all together to stay away from de_canals.


    Thank you both for posting.

  • [CSGO] de_piranesi Remake (WIP)

    • Mondy00
    • March 20, 2017 at 2:35 AM

    Hi everyone. Work is continuing on Piranesi, but the recent release of de_canals by Valve is a bit troublesome. I'm considering removing the canal elements of the map and some other theme elements to separate it from de_canals. I think de_canals does a lot of things wrong that I could do better, but I still think some separation might be best in the end. Just wondering what others think.

    Here are a few screenshots with some new ideas as balancing continues as well.

    New CT entrance to B for easier retakes:

    View from back of B:

    Upper mid expanded:

    Back of A:

  • [CSGO] de_piranesi Remake (WIP)

    • Mondy00
    • January 3, 2017 at 7:48 PM
    Quote from Beannie

    1 hour ago, Beannie said: this was a big improvement , liking it alot more

    just a question , are you going with the same looks as the original or are you going to give it a new look , because as far as i can tell it looks a little bit like the original on Css, doesnt bother me that mutch but it would be great to see new themes come out

    Continue the great work nontheless.

    The theme is changing to a colorful, Italian city. Way more colorful and lively compared to cs_italy. To separate it from the new de_inferno, the colorfulness and more urban setting will do the trick. A place called manarola is serving as inspiration.

  • [CSGO] de_piranesi Remake (WIP)

    • Mondy00
    • January 2, 2017 at 11:33 PM

    I've done some more work but have neglected to update this page. Really making sure that the map is enjoyable and competitive before I start detailing. Here are some more recent screenshots.

  • MapCore CS:GO Playtesting 4.0

    • Mondy00
    • May 5, 2016 at 8:04 PM

    I'd like to change my submission from Sunday 5/8 to Thursday, 5/12. Thanks

  • [CSGO] de_piranesi Remake (WIP)

    • Mondy00
    • May 3, 2016 at 8:15 PM
    Quote from blackdog

    38 minutes ago, blackdog said: Nice! Thought that was looking a bit different from the original when you started the topic.

    That being said, would be cool to see a completely different theme based on same layout… the big wall in the middle could easily be a dam, more so now that you have that little river treaklying in the open.

    The theme is based on venice, the canals, and the straight, aligned colorful buildings. I think Piranesi would be bland if it did not get a theme change, and it would become something like Cobblestone 2. So yes, the layout will remain the same, but the theme has been different from the start.

    Check this google image search for the feel I will be aiming for.

    Thanks for posting

  • [CSGO] de_piranesi Remake (WIP)

    • Mondy00
    • May 3, 2016 at 7:49 AM

    Hey everyone. I've been working on a huge update to really bring the map back in line with the Piranesi that I loved on source. At this point, I've gotten the areas playable enough to be sent to the workshop and tested.

    The changelog is on the workshop. Here are some screenshots:

    Please let me know what you think of the map's progress.

    http://steamcommunity.com/sharedfiles/fi…s/?id=637979009

  • [CSGO] de_piranesi Remake (WIP)

    • Mondy00
    • April 23, 2016 at 3:55 AM

    Just sent out a pretty significant update. I'd like to know what anyone thinks about the new additions. My main concerns revolve around competitive gameplay and faithfulness to the source version, so keep those in mind. Thanks all!

  • MapCore CS:GO Playtesting 4.0

    • Mondy00
    • April 17, 2016 at 8:50 PM
    Quote from Lykrast

    44 minutes ago, Lykrast said: Don't worry, this also happened to me on my first playtest, as well to some other people if you go back a few pages on this thread. It sucks, but they are probably aware of the issue already.

    I figured I was doing something wrong, but my playtest demo seems to be corrupted as well. It just kind of crashes after warmup. Didn't get any useful info after that. Don't know what to do

  • [CSGO] de_piranesi Remake (WIP)

    • Mondy00
    • April 16, 2016 at 10:20 PM

    The map has been updated after incorporating some feedback from a recent playtest. Please let me know what you think!


    Quote from lynx

    On 4/10/2016 at 3:08 PM, lynx said: maybe i was too harsh, but it was my all time favourite map and i really want a good remake! :D

    I'm doing everything I can to ensure it's great. Thank you for your interest. Let me know how you like the map's progress as it continues.

  • MapCore CS:GO Playtesting 4.0

    • Mondy00
    • April 14, 2016 at 9:17 PM

    Thank you to everyone involved in organizing and maintaining this. Super helpful.


    Edit: Also, I would like the files associated with piranesi whenever they're available. thanks again

  • [CSGO] de_piranesi Remake (WIP)

    • Mondy00
    • April 8, 2016 at 10:00 PM
    Quote from ics

    22 hours ago, ics said: I'd suggest to get rid of the foliage over A bombsite. It's really hard to see out from it upwards and under it from the bridge itself.

    I get it while it's covered though. A site in original piranesi is pretty open and bridge control determines if you can win the match as T after planting on A or take it over as CT if T's plant on it.

    Piranesi has always been extremely CT-sided map, unless T's manage to quickplant or rush over to the bridge and take over the map from there. It's a great map though, one of my favorites back on CS Source. I hope you can make it even better.

    That's kind of the goal of the foliage.

    Quote from lynx

    6 hours ago, lynx said: I kinda like the new theme and some changes, but I really miss the inside area of the bridge. The map also feels huge compared to the Source version. especially the road/bridge, It almost feels like AWP_piranesi. :/

    I've been thinking about ways to implement lower bridge that add to the gameplay, but it's quite the challenge. And in terms of size, most of the major encounter points are very similar. The tall walls with no detail also make the player feel small at this stage. I still like your points though. I'll think about them going forward. Thank you

  • MapCore CS:GO Playtesting 4.0

    • Mondy00
    • April 7, 2016 at 11:34 PM

    The playtest that I requested for today (4/7/2016) was actually meant for NEXT thursday (4/14/2016).

  • [CSGO] de_piranesi Remake (WIP)

    • Mondy00
    • April 7, 2016 at 8:52 PM

    Most, if not all, of the remakes fall short because they are straight ports, were abandoned long ago, are unfinished, or don't execute a fresh, unique theme. I think they haven't taken off for those reasons. Also, my remake has a strong emphasis on competitive play, which is not to say that the others should have attempted that as well. When I'm done, I hope for theme and balance to speak for themselves, and produce a map that people love to play.

    Also, the canal idea is interesting! I will think about it for sure.

    Thanks

  • [CSGO] de_piranesi Remake (WIP)

    • Mondy00
    • April 6, 2016 at 11:52 PM

    After considering a remake of several source maps, I settled on de_piranesi. The goal is to inject competitiveness, balance, and beauty into the source/1.6 version.

    Some screenshots:

    Spoiler Overview

    A site

    B site

    Upper Mid


    Some important notes:

    1.) Compared to cs_italy and de_canals, my remake will be much more medievil. Less plaster, more eroded brick and concrete.

    2.) Compared to de_inferno, piranesi will be more urban and taller.


    Here's the workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=637979009

    Feedback is welcomed and very much appreciated.


    Spoiler

    Old and sad screenshots for giggles

  • WIP in WIP, post your level screenshots!

    • Mondy00
    • April 6, 2016 at 10:23 PM

    de_piranesi was an old source favorite of mine, so now I'm remaking it. I'm really happy with how it's coming along. I can't wait to start texturing and getting the details down.


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