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Posts by bobbyD

  • [CS:GO] de_kami

    • bobbyD
    • September 5, 2021 at 7:18 PM

    Hello,

    I have changed almost every single floor texture on the map. I went for a more "shiny" look in key areas like the bombspots and paths leading to key areas (e.g. T spawn -> mid, T spawn -> A lobby):

    The actual T spawn and the lower part of CT mid are now proper wooden decks. I also replaced the fence with a custom fence to fit the "Shinto" red/black theme:

    The small area which separates the A long path leading to the river, now has a small fountain and a couple of benches. This spot felt really empty before. I also added a decal on the wall:

    Furthermore I changed the ceiling of the mine (B connector):

    Some floor texture still need some work, for now I used simple white non-shiny tiles:

    That's it for now, next on my TODO list are walls and soundscape (and ofc the remaining floor textures).

    Peace

  • [CS:GO] de_kami

    • bobbyD
    • August 31, 2021 at 11:00 AM

    Hey,

    Thank you very much for the feedback and I'm really sorry for the late reply.

    Quote from blackdog

    On 7/28/2021 at 11:52 PM, blackdog said: Not sure your plans but you used the same stone wall texture... and I know it makes sense but makes the map feel labyrinthic already from the pics. Also the height of the wall seems the same pretty much everywhere, contributing to the effect. One thing to break it up could be using some moss, considering it normally grows on the north side of objects, you could try and see if you can "orientate" the map.

    This is still an issue, I tried to use decals (e.g. moss as you mentioned) to make the wall more "unique":

    Quote from blackdog

    On 7/28/2021 at 11:52 PM, blackdog said: It would be great if you could find a way to cordon the areas, use some coloured trims to allow players to recognise the areas. Also some sort of fixture or decoration that could help distinguish the main lane to guide the players.

    This is on top of my TODO-list, I'm experimenting with different floor textures at the moment to guide the player towards key areas (bombsites, mid). One example is the B lobby:

    Quote from blackdog

    On 7/28/2021 at 11:52 PM, blackdog said: Apart from that, the biggest problems I see is the overuse of boxes (that maybe is a placeholder anyway)

    I reduced the overall number of boxes, the remaining boxes all serve some purpose (cover, boosting option). Especially the B bombsite feels less cluttered:

    Bombsite A has still quite a few boxes which all serve as cover or as stairs, though some boxes could be replaced by a different obstacle in future:

    Quote from blackdog

    On 7/28/2021 at 11:52 PM, blackdog said: the mid stairs that are a bit too long and could benefit from being broken up in 2-3 ramps with landings (then you could provide a (self)boost option)... so you're in a pretty good place.

    Those were shortened after the first playtest, since the position was really overpowered:

    Quote from blackdog

    On 7/28/2021 at 11:52 PM, blackdog said: Oh, the owl statue looks out of place, got any reference? will be replaced? feels like something from harry potter.

    You are right, it did feel kinda out of place and it did not fit the ancient Japanese theme at all. I used the owl originally to reduce the space on the B bombsite, but since the map got smaller the owl became obsolete.

    There is still some work and playtesting to do and I will post updates more frequently from now on. Thanks again for the feedback @blackdog, I really appreciate it.

    Peace

  • [CS:GO] de_kami

    • bobbyD
    • July 21, 2021 at 11:50 AM

    I made some changes to CT mid to give CTs more cover.

    I also improved the radar overview.

  • [CS:GO] de_kami

    • bobbyD
    • July 20, 2021 at 12:33 PM

    Hello Mapcore community,

    this is my second attempt on creating a 5vs5 competitive CS:GO map. The theme is inspired by ancient Japanese structures and the Shinto religion. There is still some work to do when it comes to balance, looks and optimization. Check out the workshop link below if you wanna try it out. If you have any feedback or suggestions, let me know via steam or comments.

    https://steamcommunity.com/sharedfiles/fi…/?id=2551413529

    Have fun!

    View from T Spawn

    Map Overview

    A Bombsite

    A Bombsite

    B Bombsite

    B Bombsite

    Mid to B connector

    River beneath mid bridge leading to A Bombsite

    View from mid bridge facing B tunnels connector

  • [CS:GO] de_contact (WIP)

    • bobbyD
    • June 30, 2021 at 8:56 AM

    de_contact (workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=2522339297) is my first attempt on creating a competitive CS:GO map. I tried to create a map that is fun to play, with a bright and clean style. I mostly used de_nuke textures to maintain visibility.

    Gameplay is very mid focused, both Ts and CTs have multiple option for rotations.

    Mid:

    Both bombsites a rather large with a lot of cover. Bombsite A has a main entrance and a side entrance (elevated). Bombsite B has only one entrance which is divided. Both bombsites can be split through the respective short connectors.

    Bombsite A:

    Bombsite B:

    I used a simple colour code (green = bombsite A, red = bombsite B and blue = mid) to simplify the rotations on this map. The art style is very simple (a lot of white concrete walls), but I will try to come up with a more polished and realistic look.

    I will post future updates in this thread. If you want to try this map out, checkout the workshop link above.

    Peace!

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