Posts by Byron
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I think that layout could do with some more thought, there's literally no overlap between the A and B paths in the current state. Screenshots are looking really nice, tho
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I would recommend a name change, there is already a fairly popular map called Kowloon. Other than that, looks pretty good
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The workshop version isn't packed, so all the tree models are big error boxes

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Quote from Vaya
45 minutes ago, Vaya said: just needs to be a bunch simpler everywhere. this would make a great halo level but fair too busy geometry wise for CSGO.
Definitely a fair critique that I'll work on for the next version. Although I want to stay unique, it's pretty clear that I've gone a little overboard in this version, and I'll tone things back a fair amount for the next version.
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Thanks for last nights playtest guys! I couldn't be there due to the fact that not only was it 4am in the morning for me, but my internet decided to go down for that whole night. Anyway, I watched you guys play it and here are the big things I noticed: - Defending A site isn't very intuitive due to the number of buttons and stuff, so I'll cut down on that
- This whole area (in spoiler) is way too complicated and also not very intuitive, so I'll completely rework that.
- The map is too big, although I had a sneaking suspicion that was the case already. I'll do what I can to reduce this issue by cutting out the unused areas, but it'll be the hardest to fix.
A few smaller ones: - Y'all suicided at least once per round, so I'll prevent that from happening so frequently
- The A long entrance is way to easy to camp
- Many areas remained unused for most rounds, so I'll either cut them out or make better use of them.
Anyway, thanks for playtesting guys! It helped out a lot!
@El_Exodus I know it doesn't make sense the way I'm describing it
I actually started this after doing circular motion and all that in physics, so I know it's all wrong haha. I'll make sure it works scientifically by the end of the graybox stage, and if not I'll just say that it's futuristic technology that we don't understand 
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I think it might be pretty difficult to make a warehouse or factory look exotic without some very unique elements, but good luck!
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Concept of the space station skybox. Rotation is a bit experimental and might not work well, but oh well.
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Finished the first version of the layout and uploaded to workshop! Link in main post! Changes: - Built A site, it now features a main structure in the middle, which you can either plant on top of or underneath. - Changed mid, it now includes a boost spot and the connection to B is now lower than the rest of mid, with a one way drop to get to it. - Changes to CT's main route to mid/b and the portal room - Some other layout changes Also ignore the shit lighting, I just kinda spammed lights around to be able to play the layout be also have a roof. The actual version will have a glass roof / floor in most areas, or good lighting
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@spa haha yeah sorry I was joking about the 1 damage point
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This looks really sick, I'm a big fan of how the layout is looking so far. Especially B, which I think the two T routes towards it have the perfect balance of being connected, yet distinct. A few things I don't love is the extremely long sightline from the B window/platform bit, and personally I don't like the alternate T entrance to mid that features the staircase, as it's basically a massive piece of headshot cover. A site is pretty cool as well, but I feel it's dangerously similar to B's structure in it's current state, and I feel like A long is missing something but idk what.
Also this damage is an absolute dealbreaker ?
Spoiler
Counter-Strike_ Global Offensive 22_06_2019 11_02_22 PM_Trim.mp4
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This feedback is just from running around the map, but it seems pretty good, with a good variety of areas. This is more of a personal preference, but I would like to see a larger rescue zone (or even two rescue zones :O), similar to maps like concert. I feel like this increases options for CTs after reaching the hostage.
A few minor things, I hope that tiny fence at the area looking down to the bridge isn't going to be the basis for the actual barrier, especially since the exact same barrier is able to be jumped over at CT spawn. Also, just so you know, you can actually use the hostage to jump up that one way drop if it spawns next to it.
Without a playtest, I can't really give a ton of feedback, but it's looking really good so far

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I really like the theme of this map, could we be seeing a full layout soon?
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Although the radar looks quite interesting, I feel like it's missing some sort of connector between what looks to be mid and the non-CT spawn bombsite routes from T. It's giving me OG overpass vibes, as it looks as if Ts are really committed on which ever path they go. I really like the theme, though, and I could be completely wrong about the layout.
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Quote from Radu
14 hours ago, Radu said: Is it gonna be different? Yep.
Will it fit with CS:GO? Well...
Yeah, that's a fair point, but I will try to not let things get too out of hand, if something distracts players from the core gameplay I'll remove it.
Quote from Interfearance12 hours ago, Interfearance said: My first ever map idea was to have a small scale space station that had T's boarding in a dropship as well. It would be sick if you went with a darker theme instead of sterile light because it would layer on the "exotic" feel. [Blocked Image: https://d2skuhm0vrry40.cloudfront.net/2018/articles/2018-04-06-23-47/a1caa94528de7843378e182485295725_original.png/EG11/resize/639x-1/quality/75/format/jpg]
The system shock remake, while having some overly dark areas, might be a good lighting reference.
That's sick, thanks for the image! I might make some areas similar to this style and others more vibrant, just to give some variety in the map.
Quote from TECHNICKER10 hours ago, TECHNICKER said: Awesome, thats gonna be the toughest opponent IMHO! (and Ive got very simillar idea back then :D)
BUT...
You cant make different gravity inside and out. Gravity is same all over the map. And a lot of those very cool features are gonna be competitively unsitable, but I suggest you to create two versions of this map. 1st JFF and 2nd Competitively viable version.
But very cool idea TBH! Cant wait to where this project will go!
trigger_gravity babyyyy. Thanks for the feedback tho, I probably won't make two versions right now, but maybe along the line at some point. As I said, I'll try not to let the wacky stuff get too in the way, but more add to the gameplay experience.
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Sorry man, but I'm pretty sure the rules say no remakes ?
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I'm fairly sure CS:GO doesn't let you do both hostage and defusal, but I could be wrong.
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De_Orbit
Main Theme
Takes place on a futuristic/alien space station
Halo styled
[/list] Goals
Make a completely different map than we’re used to seeing
[/list] Experiment with rarely used gameplay features
Focus more on enjoyability rather than competitiveness (to an extent)
Not let the wacky stuff get in the way of core counter strike gameplay, but rather add to it
[/list] Area Themes
T spawn is on a smaller space ship which has boarded the space station
CTs spawn close to the center of the space station
The area in front of T spawn is a large ring which circles all the way around the space station, but most is blocked off, which will have an orange colour scheme
[/list] Bombsite A will take place outside the space station
Bombsite B will probably be some sort of engine room and blue colour scheme
The connection from T spawn to A long will be an outside walkway
Rest undecided
[/list] Layout
The layout is quite complex and large
Borrows its core layout from overpass, with instead of one middle area, there are two, one heading to A and the other to B, and an outer route for each site
Most of the fights will happen off site, apart from the B main chokepoint, to allow for a battle for map control before a bombsite take
Main choke points include A long, Mid, connector and B main, although many battles will happen between them
[/list] Features
Low gravity in outside areas (A site and surroundings, as well as on the route from T spawn to A long)
Gravity lift from CT to window room
Jump boosters from CT to A
A speedway that shortens timings to outside B from T spawn and vice versa
Teleporters from window room to connector (2 way)
[/list] A big roller door onto A site from mid that can only be opened from the mid side
Small door from outside B to connector
Vents from top mid to A long (requires boost when going from mid)
Electricity that causes damage from A site to mid (can be turned off from A)
Skybox including outer space stuff like planets and stars moving to have the illusion of orbit, as well as small space ships and satellites
[/list] Skybox also includes the unplayable area of the space station
Custom models, aliens for T and space suit dudes for CT
Most of the map takes place indoors, but a lot of the roof and floor will be made of glass to allow for natural lighting, and the rooves will be about as high as a skybox in most areas
Colour coding of areas
Escape pods ejected once bomb is planted
Gravity lowered globally when bomb explodes
[/list] Progress
Version one of graybox complete
Skybox concepts started
[/list] Workshop
Radar
Comments
This is my final year of school, so I won’t have a ton of time to make this map, but school does finish in November so I will have a lot of time after that. This is my first serious map, so I’m not 100% sure what I’m doing most of the time and might have to ask for some help at some point, but I’ll see how I go. Not necessarily going for the top prizes, but hoping to at least finish the project and get a lot of experience