You know it's good when the ingame picture looks realistic for a few seconds at first glance. Good job so far!
Posts by DeadKnife
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Won't the rain and thunder be a little distracting, especially considering the CS:GO community and their "but muh competitive"
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More overall small improvements and clipping. Mid wall at T has been replaced with boxes, and an experimental CT Heaven has been added. I also scheduled a playtest to test out all the new things and see if they work or not. Also, marked plant zones?
Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163
Full album: https://imgur.com/a/xbznWwG
Spoiler
Radar
T Spawn
Mid, from T side
A
B
CT
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So I made lots and lots of small improvements and not going to list them all.
Made more areas where you can see outside.
Made different color floors in different 'zones'
Didn't drastically change mid so far.
Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163
Area to look outside
CT Spawn (currently kinda bare)
Mid (bright right now but I'm lazy)
T Spawn
B
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Playtest was successful. It was fun, but also CT sided, mainly because of the long sightlines.
Changes:
Removed long sightlines at both A and B entrances
Pushed Ts back
Removed Control Room, as it was too OP
Added more cover to B site
Made the map slowly flood if the bomb detonates
Other small improvements
Mid will be redone in the next update, as it's still very awkward for CTs that decide to rush there.
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IGN 7/10 too much water
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Cut down some props for the playtest, and a few other minor tweaks. I'll remake B site looks tomorrow, which will be the final thing done to this map before the playtest.
Sorry if the marked radar is confusing, I'm not good at these types of things lol.
And I'm pretty sure the CT sight line at mid is a bit problematic, as it gives CTs quite a bit of mid control, as well as the ability to pick Ts off, off the bat, which I'm pretty sure shouldn't be the case.
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But in the end that cover will have to make sense. My decision right now is that I will cut some props for the playtest and see how it hoes.
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OK, I get it. But I don't know what to remove and what to keep. The only way this map has been tested is with bots. Which doesn't give me much info about anything cover related. There will be a playtest on Friday, and I'll see where to remove cover.
Or do you reckon I should just bite the bullet and cut some cover for the playtest?
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To change the name of the thread, you have to click on the title and hold it till it allows you to edit.
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I made sure to add more rather than less so the map doesn't feel empty for the playtest. I'll see how it works out and change accordingly.
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Just a little update. Made the entrance to control room an actual room, added and removed some props, and, for now, still kept the lights blue. I also removed an entrance to A Site. I scheduled a playtest to see the feedback on the map and the lights. After it's over I'll get to improving the map more.
Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163
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I have listened to all of your feedback, and have started improvements. I added many of @Ynel's suggestions on the layout, and changed the light to light blue + white. But, for the record, submarines do have red lights to preserve night vision. More improvements coming soon.
Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163
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So it seems the only person in the last 3 that gives proper feedback is JackT.
I can easily twist everything around because it's a greybox. "Just start over" would only work if I detailed and shipped the map as it is. So I'm going to do what JackT said and add rooms, with less corridors.
As for that funny joke, the corridors have plenty of cover and some isn''t visible on the minimap because you need to jump over a crate or whatever.
Please give actual constructive criticism, not just a "start over" please and thank you.
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Changes:
Added More Props.
Added an extra route at A so there's more freedom in rushing/retreating.
Shifted a few places around and widened a corridor.
Play the Updated version here: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163
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Created an album: https://imgur.com/gallery/Ste4lKu and scheduled a playtest.
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Workshop update: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163
Changes:
More props and cover added. Replaced all lights with red, much like a real submarine in deep waters. Not too red though, as we still need to see where to shoot.
Also, two details at both spawns. Ts have an emergency minisub, and CTs have an armory.
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More props added and improvements. Also first workshop release: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163