Qued for a few matches on Abbey and Zoo since they are now available in comp, and noticed that the wait time for Abbey was literally shorter than Dust 2! Congrats @Lizard and @Thewhaleman, you have dethroned the king of all CSGO maps.
Posts by dmu
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Ran around the map for a bit, and I've got to say, the bombsite with the hanging cargo crate is really interesting. Anyway, here is some feedback:
1) The map is way to big, making it boring to run from place to place, on the other hand, your mid is very small, keeping you from doing anything interesting with it. I would recommend very carefully scaling everything but mid, and redesigning mid completely.
2) Again, the bombsite with the hanging crate is interesting, but T's not being able to plant under the crate devalues their lower entrance. Why go lower when the other entrance has a height advantage and allows you to plant the bomb more quickly?
3) As I mentioned in point 1, mid is small and boring. Just feels like a after thought passageway rather than 'mid.' I feel like coming up with a very interesting middle area is key to a maps success, so making a proper mid will greatly elevate the quality of your map.
4) Lastly, the site on the ship, I like the idea, however it feels almost too similar to your other site, as it has an outer upper passage and an inner lower one. Overall the area around the site is way to large for proper game play, and the site itself is extremely uninteresting and boring. If you want to see ideas for how to keep the ship design but make it work with CSGO, check out the map Glace, its A site is also a large shipping ship, and works quite well for CSGO game play.
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Congratulations to the Developers of Abbey @Thewhaleman and @Lizard and the developers of Zoo @Squad and @Yanzl for getting their maps into the game. I can't wait for them to become available in Competitive matchmaking!
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Updates auto remove descriptions when they are to long. Interesting layout btw, way more creative than most maps. Slightly reminds me of Cache.
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Hey @Squad
If you jump on the bus or the truck with the trailer it will transport you outside of the kill zone.
I know this is probably a bug, but it has resulted in some of the most fun I've ever had and I think it would be cool to keep it in some form.
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Roca has now been released on the Steam Workshop!
Thank you for everyone who gave feedback on the map as it was developed, and Grapen who created the assets that allowed this map to be more than just Dev textures.
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I decided to use Black Friday to upgrade my PC, but I was still able to upgrade the cliff texture in my never ending quest to make the cliff look not like Half-Life.
However, I am not so sure about this new texture:
Feedback on this new texture would be especially useful, but overall the map is basically almost ready to be launched into 1.0 .
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Pushed Another small update, more work will be done with another update around this Sunday. Here's a screenshot of one of the internal areas:
Of course I am still looking for and open to feedback. I'm also still looking for people for play testing on the 23rd, so please, if you are interested, add me on Steam!
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This week I did not have as much time to work on the map; however, I was able to fix all of the issues/problems with the map, including making a new texture for the cliff face!
I am planning on doing a playtest of the map on November 23rd, so if you live in North America and are interested please add me on steam! (Same username and profile picture)
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@text_fish Alrighty, I'll see what I can do.
Thank you!
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@text_fish, yeah its supposed to be a cliff (if you look up irl pictures of Rocamadour you can see what I'm trying to do) so far that texture is the only one I've been able to find that doesn't look to repetitive and fits the rest of the maps aesthetic. If you (or anybody else for that matter) happen to know of any other textures already in CSGO or on other services that could fit then I will be sure to try and fit it onto on the cliff, but for now, this is the best I can do.
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This week I spent a lot of time working on the map, and I'd say that basically every single area has now gone through its first detail pass.
I absolutely love how CT spawn is turning out right now.
Here's another screen of the map (Unfortunately it is of lower quality because I am limited to uploading a total of 5 mb)
That door on the right seems to be not be uploading to the workshop properly, hopefully I'll find a fix soon.
As always, feedback of any kind is greatly appreciated.
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Quote from Roald
5 hours ago, Roald said: Looking pretty! Havent checked the layout
Its only a bit dark with hard shadows. Brighten up the shadows of the light_enviorment to like 200 and perhaps make it more blue/purpleish
@Roald sounds good, some of my friends said that the bright shadows make the map look alien but I'll experiment with it.
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After months of lurking I would like to uncover de_Roca, a wingman map that takes you to the small town of Rocamadour France. This map is breaking into later stages of development and any feed back is greatly appreciated. This map would not have been possible without models made by @grapen for de_Scepter.
Link to find it on the Steam Workshop. (Warning: I've been too lazy to implement an overview, I'll get to it once I get closer to release)
Here are some screenshots of the map.
And a quick overview that I threw together.
Again, feedback is greatly appreciated.
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I really like the stylized look you are going for. Can't wait for this map to be finished!
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I've been following the game for a while, and am very excited for its release, but unfortunately I don't live near Seattle.