Ey man I honestly did not read all the text, but the layout sketch, references and graybox looks cool. Just ahmm watch out with focususing to much on the references and art right now. Do not let these two get in the way of your layout/gameplay features. Its best to keep things as simple as possible, focus on the layout, do playtests, itterate your layout and when the map is fun and you & the playtesters likes it, you got all the room to focus on art to make it look beautiful and be fun to play. If you have to make layout changes on areas you spend alot of time on, then that really sucks
Posts by Roald
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Quote from Byron
19 hours ago, Byron said: from running around I think the weakest part of the map is mid rn, especially the mid connector to B. Ts with mid to B control essentially have control of CT and thus all of the CT enterances to B. I know simplicity is good, but I think such an important part of the map such as mid needs to be a bit more complex than just a single hallway with 2 routes to either site. I don't know what exactly to change but mid just seems flawed. Ofc this is just from a run around, if playtests are fine then ignore my advice
Well... we have playtested this map 15 times. Mid was always too complicated because of.. reasons. The balance have shifted alot, but was at the end CT sided and now with the new timings with T having abit more of a advantage on mid bridge and canal it feels right. Not sure if there is a real mid, guess there is a kind of double mid, or perhaps two routes to each site, with some more dynamic features, but guess calling it mid sounds most logic, atleast thats how we defined it during the playtests.
The map is abit different from standard, though its easy to learn and I think it needs time and some teamwork (especially as T) to master it. Mid might looks simple, but it has some dynamic features and especially CTs got quick rotation options to always backup their teammates. I guess you should play a few matches on it to find out and learn and master the map
Controlling mid on this map is taking a huge advantage over your opponent for both teams, so its quite important. CT own abit more of control on the map, but this can be shifted easyly, Though with the quick CT rotations it remains risky for T's and grenades are advised. For an example T's splitting to B, but not owning the bridge/canal means CT can rotate from there easyly and getting behind them. T's splitting mid/A is a risk of losing the advantage of 5 vs 2, but when succeeding they get lots of control arround A and can even decide to smoke off A and go B/CT while taking a risk though. So as a T do you decide to split up or go full force trough the main path and remain control from there. I guess I provide a 'simple' layout where the player can try out different playstyles and tactics, I guess thats what you want when creating a CS:GO map.Not sure if this clearifies things up for you or not, guess you should experience it. You might be right, more playtests should be done to know for sure. I guess a map always has room for improvement so.. though this mid is the core of the map and everything is based arround that from the start.
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Its been a while since I posted in here.@jd40 is now on board, working on the enviorment art on B site. There have also been some changes in the layout aswell and because of that we have done some more playtesting. Bombsite B have had a huge overhaul and also the timings have drasticly changed with a new CT spawn that provides slower timings into midle. All in all I am happy with the layout for what it is and its time to fully focus on the enviorment art. In the meanwhile I am doing a first art pass on T spawn by using @jakuza his lovely assets he have been working on lately.[Blocked Image: https://i.imgur.com/kYjZbGK.jpg][Blocked Image: https://i.imgur.com/5llEZtN.jpg][Blocked Image: https://i.imgur.com/CORpjJE.jpg]
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Dam! You rock Terri! ?
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Some progress on my map Anubis
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Quote from That50
12 hours ago, That50'sGuy said: So If anyone's wondering why this map hasn't been updated in a little while, that's because of 2 things:
1: I had missed the playtesting session for it due to a family emergency, and so I'm waiting a bit because I'd feel bad getting the same map re-played so soon after with no changes.
2: I've been looking for a job, and that's taken me a whole bunch of my time.
Hope y'all understand

I think we !fb some stuff for you. You should get that textfile from Mapcore and fix a few things. For anme example you can get out of map from CT spawn.
Goodluck!
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Greybox looking awesome. Just, I think having a open road like this in your map is going to make things very complicated for CS:GO. Also with all the cars and stuff to play arround, kinda no option to smoke things off and stuff like that. For your own good, I would keep it as simple as possible, screw details for now and get the layout right and do alot of playtests.
Edit: Oh and use TAR radar to get a nice clear radar on a very easy way, it also helps us to judge your layout
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@MikeGon good point, will see what I can do. I think stuff will defenitly change during the art pass
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Hey guess who is back

So I had another playtest, still too CT sided. Basicly the team controlling mid was controlling the whole map and that was CT most of the time. Now I seperated bridge from canal and made the map alot more T friendly. I hope the next playtest will be the final one. [Blocked Image: https://i.imgur.com/YInV748.jpg]Oh, and @jakuza made some really great assets for me to work with: (still very WIP though!)[Blocked Image: https://i.imgur.com/WMIqrXo.jpg][Blocked Image: https://i.imgur.com/zJPatAl.jpg]
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Woop woop! for me its the first time a CS:GO map 'gets to use', so thats pretty cool!
Morozov and I have thought about some major changes in layout and looks, but stuff got in between like the mapcore contest for an example, so we leave that for later and hope to gain some feedback on this map and hope you guys enjoy it!
If you havent checked it out yet ingame or are to lazy, here is a review by SlickShotGames:
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Map is too big.. Map is too small.. CT can't play agressive.. Map is too T sided.. CT can be too agressive.. Map is too CT sided..
100 years later and 1.000.342.453 playtests later there is a new update for you guys. Hopefully the map is now more balanced and more fun to play ?[Blocked Image: https://i.imgur.com/mNyx6T8.jpg]
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Quote from Interfearance
18 hours ago, Interfearance said: You are the only reason I started using ref b textures, there is no point in scaling and messing around with measure wall textures to look good when they will be replaced later anyway.
Thats a really good move! It will allow you to focus on the geometry only and you know, grayboxes can be very beautiful! No need to worry about nodraws, alligning texture faces and having no worries about consistency in colors. Its super nice.
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The point of no return[Blocked Image: https://i.imgur.com/AsbuKi6.jpg]
Hello Mapcorians I am about to write stuff down that was a lesson for me and could be a lesson for others aswell. You may skip the text and check out the new screenshots or give some time to give this a read. For those who followed my progress could have noticed I started off big. I wanted to put in alot of art ideas right from the start and focus on the asthetics of the map already. The reason why is simply because Enviorment Art is the lesser thing I like to do, so why not work on it during the Level Design progress. I knew I was going to take a risk, but I just wanted to try and take it and see how this work out for me. At first it started out great, I had a clear vision of what I want, but afther a few playtests I had to change stuff in the layout I kinda wanted to hold on to. I did so and done 'minor' changes to fix certain things, but not enough to make it succesfull for the next playtest. During this progress I think I had 5 playtests in total with each time a small improvement, but not the way I wanted it to be. It was very hard to keep things in Hammer organised since I started off the wrong foot and put in so many details on such a small grid, it was a pain in the ass to rework it. I ended up frustrated by reworking whole areas, but still didn't fixed the issue of my workspace becoming a mess on most parts of the map. Afther the previous two playtests I decided to rework the entire map and that's what I did. I went back to graybox and reblocked some of the geometry in Hammer and cleaned it all by using a overall larger grid and less unnessecary details. I decided to do some big changes and reworked B entirly, midle and T spawn. The map still needs to be playtested, but atleast I broke the barrier to sacrifice the art, to keep more focused on the gameplay. It wasn't all for nothing though. I think its not bad to put in extra time and details on important areas like the bombsites to work with more natural cover and corners, atleast thats the way I like my maps instead of a square site with a bunch of crates
Momo has not much time, if there is a great enviorment artist who can make custom assets, then please hit me up! My goal is to start on the enviorment during september. [Blocked Image: https://i.imgur.com/Q2uQ7Ku.jpg][Blocked Image: https://i.imgur.com/ofFECar.jpg][Blocked Image: https://i.imgur.com/smUCfUn.jpg][Blocked Image: https://i.imgur.com/x5CMefI.jpg][Blocked Image: https://i.imgur.com/rAizMC0.jpg]
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Quote from Zarsky
On 6/10/2019 at 11:51 PM, Zarsky said:
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Looks really ambitious! Very smooth animations as well. Looking forward to more details about this one!
That granny is so awesome! ?
When I read 'Watch Dogs' I was ehh another one... but this trailer got me pretty exited though.
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I also love those ideas, thats why I started this layout to bring in dynamic ideas, but then quickly find out its not going to work and making things hella difficult. (I had moving gondolas at the Avalanche map ?) So.. I keep things static which most csgo players prefer and organise a test afther the contest to see how it plays now.
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Quote from blackdog
4 hours ago, blackdog said: Looks great!
do some of the carts move? I was trying to imagine recently how moving bomb sites would be like. Guess was because I looked at some TF2 screens

Well since its CS:GO I probally wont make them carts move
I do have a sliding door though! I hope thats cool enough for ya -
I have had several playtests, the last one was very long ago, but still had the paperlist with feedback laying on my desk and feld like working on it, so here an update:https://steamcommunity.com/sharedfiles/fi…/?id=1836479638
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looks very interesting! I like the aesthetics of this map already. not sure aboth the timings since the map is very stretched out... would be usefull to have some spawn and bombsite markers on your overview. Only concern I got on the layout at this point, is that the area at B is very empty and open and has a total of 5 entrances, would be a pain in the ass on the aftherplant.
Would be good to use the TAR radar right from the start and upload a radar picture here for us to see. (it will be easier to give feedback and its a great and easy way for you to make a radar for your map)
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Based on the recent playtest and feedback by @Momoderator I have add big changes to the map and I feel happy with the layout for the first time, so guess thats a good sign!
EDIT: a video of the map with some usefull nades
New radar:[Blocked Image: https://i.imgur.com/qMEaYbp.jpg]External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Tactical nades:
Spoiler Radar showing defensive and attacking smokes & molotovs:[Blocked Image: https://i.imgur.com/wdxOXW9.jpg][Blocked Image: https://i.imgur.com/RQJXbqC.jpg]
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More Images:
Spoiler Some more ingame pictures:[Blocked Image: https://i.imgur.com/gawj1p2.jpg][Blocked Image: https://i.imgur.com/LkLd3KI.jpg][Blocked Image: https://i.imgur.com/OXOftxY.jpg][Blocked Image: https://i.imgur.com/CbwCtOW.jpg]
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