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Showing content with the highest reputation on 04/17/2016 in all areas

  1. 5 points
    We've all had moments where we play a section of a game, and just sit back, saying to ourselves, "damn, that was really well designed!" I recently had that kind of moment after completing the tutorial in Dark Souls 3. I enjoyed it so much that I replayed it 3 or 4 times from the beginning, screencapping as much as possible, and attempting to understand what the designers attempted to do and why it worked out so well. I wrote a lengthy post about it, especially after having been inspired by the Push & Pull series that was recently featured on Mapcore. You can find the post here: http://www.panecasio.com/blog/2016/4/13/dark-souls-3-cemetery-of-ash I'll forewarn you by saying this is a really long read, but I littered it with illustrative screenshots, so I hope it's not too dry. (I still think I need an editor!) Interested in hearing what my fellow design-minded people think of the the tutorial in Dark Souls 3, if you've played it. PS: yes, @cashed, I am finally done writing this and am going to work on my CS map again.
  2. 3 points

    TSD-Metro : UT4 contest [WIP]

    Here's my first day blockout of my map "TSD-Metro" it's a map I'm going to submit as part of the UT4 & Mapcore contest currently taking place. The idea is this is a re-purposed metro station for the tournament, it's located in the middle of a metropolis which means that life is still going on around, maybe even a train or two (TBD) Environment setting: Metro, Urban, Metropolis Theme: Clean, re-purposed. Story: Metro Station 87 is located in the center of Atmos, a city that prides itself on it's polished facility's and clean public spaces, they have kindly re-purposed this station to host the tournament and allowed the locals to watch for their own pleasure, would be a shame if someone spilled blood here wouldn't it? It will appear very open at the moment but as I block more stuff out, the sight lines will decrease to more acceptable limits, the map works in a 3 tier system, top and bottom segments are a bit more open but still provide adequate coverage with ways to retreat and flank. The middle segment plays more like cat and mouse, use it to your advantage or face the consequences, the area is filled with tight turns, plenty of cover but only a few exits. All spawn points will have adequate cover, no two spawns can view each other. Weapon placements are yet to be finalized. You may notice the hammer textures in there, that's because I'm using a plugin called "HammUEr" which allows me to create my brushwork in the hammer editor and the import it into the UE4 engine where they are turned into static meshes, Although I do really enjoy using the UE4 toolset, I still find hammers geometry tools much quicker for prototyping quickly and then iterating changes, I'm not going to promote the plugin but just search HammUEr on twitter or google and you'll find it if this sounds like something you want. Also just to note, as this is just an initial import without any tweaking, a few of the meshes are showing shadow lines and such, I'll get them fixed up when I do the next import. AND scanner is currently borked so when I get that up and running again, I'll post in the layouts and idea brainstorming I did for anyone who likes seeing that stuff. Looking forward to posting more of Metro here, feedback (good & bad) is welcome as always.
  3. 3 points

    What have you purchased recently?

    for the commute to ubisoft
  4. 3 points

    Doom (4)

    PC Market has spoken.
  5. 3 points


    Progress has been slow. I realised I needed to extend the scope of the map for it to improve visually so I have decided to try make the map feel more alive by adding a greater number of unreachable areas. With such additions also come several new points to take into consideration such as separating playable areas from inaccessible ones. I hope to improve this over time. The only area I have started with this mentality so far is the T route to A site. I am happy with the initial block out and like how the many building heights and layers create a busy and interesting visual above the players head. All feedback is taken into consideration so please share any of your thoughts! Pictures: Video Before/After:
  6. 3 points


    Workshop Link Another update since i was unhappy with a few areas in the level and needed to try out a few things: Ive worked on the facades in mid and Ive added an upper floor (cantina) that cant be reached by the players but ties different parts of the level together. Here it can be seen through the large open windows in mid. And here it can be seen above the connector area between mid and B. It also ties into the B con entrance area from T side (upper left corner with the chairs). This area changed alot since i didnt like the grungy basement i was going with initially. It didnt look like youd expect from the posh exterior. So i added a big vista room instead tying together with the Bcon path. This also fixed another problem i had: the street entrance was on the inner corner of the T path so you could easily miss it when running B. By adding this more elaborate fire escape staircase it creates a more interesting path for the player to traverse and presents itself in advance. It also dealys T a bit to the connecter area and makes the main entrance to B relatively stronger. I did a bunch of iterations on A. especially the roof section. I kept having pillars going down through the center of the room and it just felt too oppressive so ive settled on this more open design. I plan to make the colored plates behind the lobby counter shootable in later updates Please let me know if you have any comments on game play or cool ideas. I am not looking for gfx-nitpicks at this stage though (Some areas are still quite rough). I should probably get this tested at some point.. Oh and if someone is kind enough to try it out let me know if there's any props missing (or reflections?) since this version is half the size of my last build, so maybe VIDE is playing tricks on me
  7. 2 points

    [CS:GO] De_Ramis (Greybox)

    Hey There! I've been working on this map for a short while now with a few friends and here's some progress we've made. (Everything is still early WIP) Feedback would be really appreciated on layout, gameplay and anything else. Some more info on the map: - I am the level designer, Hugh Ja$$ is working on custom assets / logo's (Special thanks to @Yanzl for access to Resorts assets. - Currently being used as placeholder to help visualize the theme) Theme: Modern Research Facility / Office Complex. Workshop Download Full Imgur Album Here are a few WIP Pictures:
  8. 2 points

    TSD-Metro : UT4 contest [WIP]

    When you get into subtractive geometry method unreal is stupidly quick, but it really depends on the type of level your trying to make. What I see above is definitely additive heavy. Looks like an interesting start!
  9. 2 points
    Levels never stop changing, the idea phase 1 is to allow you to share your design if an artist wants to help, you can start detailing when ever you like.
  10. 1 point

    Making a Map: CS_Museum

    The creation of a map begins with an idea. In the case of my most recent project, CS_MUSEUM, I needed a basic look which would resonate with players immediately. The thought of making a Museum worked… it was a simple one, it had been done before (although this wouldn't be a re-make of the classic DE_MUSEUM by Theropod-X). Players would understand a Museum environment, and it fit in the Counter-Strike world. Forming a map’s final look is complicated, though, and requires thought about what kind of architecture, colors, and lighting you – an artist or level designer – will pursue. I’d been playing a lot of the classic map CS_OFFICE, which requires players to storm into close quarters for indoor combat. That kind of game-play is fast and unforgiving, I dig the kind of matches it creates. CS_ASSAULT, I shouldn't forget to mention, is another great map that defines the "siege a building and rescue the hostages" genre. Actually, most of my favorite CS_ maps including Militia also foster similarly dynamic games that challenge you to be sneaky but also use brute force to accomplish your objectives. So, I set out to make a hostage rescue map like Office and its kin. Studying prior maps is a good way to establish what works well, and avoid what doesn't. One other map that influenced my thinking: CS_CABARET by Alex Roycewicz. Cabaret is a great map — it got Alex a job at Infinity Ward long prior to that illustrious studio being kicked in the nuts super hard by mega-publisher-that-will-remain-unnamed. It was from Cabaret that I basically ripped off the front of Museum... with a few changes. In truth, though, I had some bones to pick with Cabaret. Unforgivably, there was no sense of vertical space on the outside of the strip club. Also, while the building exterior is convincingly rendered, the overall space is too geometric: everything seems to face the viewer on an imaginary grid, which is no coincidence, that’s how the Hammer editor encourages people to make maps. Cabaret on the grid: Museum screws the grid: If this analysis is starting to sound harsh, it’s worth noting that Cabaret was one of the best custom maps of its time, so this is more of a modern critique of older game art. As is often the case with older game art, most of the limitations or flaws obvious to modern eyes were not the creator’s fault: Hammer around the era of Counter-Strike: Source (for which Cabaret was made) did not have all the technology I made use of for Museum. One example is “instances” (the pale green elements in the overview above) which are brushwork more akin to models than typical brushwork, because they can be rotated “off the grid” and not cause compilation problems normally associated with brushwork which is off the grid. Thanks to instances, I was able to rotate buildings to achieve a more natural, organic look — such as this bridge: In order to actually create the specific buildings in the map, concept art and photographic references were key. Here's an explanation of the Museum front. End product: First iteration: Reference photograph: The most pertinent point to make here is the difficulty of knowing when a photographic reference is valuable, and what makes it valuable. To explain this in extreme detail might be delving into an area of “talent”... or it might be worth the subsequent explanation I’ll now provide. In any case, this should explain my process. The best photographic references share one crucial element: readability. Complex buildings such as the one above, if they are to be useful for our purposes, must be able to be broken down into clean, clear shapes. I was confident using the logic explored in the line-work above (I did this part in my head), that the building could be broken down and translated successfully. The building begins to take shape, with the red lines becoming props. When using Hammer, what becomes a prop and what remains brushwork largely comes down to the default assets you have to work with. Talented 3D modelers have their choice of creating new content, but their time is precious and each art asset is an investment, so even then it’s best to think about default materials and their role in your work. This lovely picture inspired the placement of the obelisks, and secondarily the pond on the right of the Museum. Using concept art and photos in conjunction with my imagination, I had derived a basic visual identity for the map: Obvious reference: the Brooklyn bridge; non-obvious reference, this lovely piece from Deviant Art: Making a map is about looking at the world around you and seeing something inspiring enough to create a desire within you to render it and mold it for your own purposes. By this point in time you may be shouting IT’S A MAP – TALK ABOUT THE GAME-PLAY, TALK ABOUT THE GREY-BOXING YOU FOOL! …and, while the playability of Museum ended up better than I could have imagined, there is no glory in my process for that particular aspect of the map. Uh oh, he’s gonna say he didn’t grey-box it, isn’t he… First, the excuses: previously, I'd recreated the Natural Selection 1 map NS_VEIL for NS2, based solely upon my own literal eyeballing of the geometry, without any scale-guide, in a different editor and a different unit system. To put all that gibberish into other words, I’d done nothing for two months other than study the rigid grey-boxery of another mapper, then spent another 10 months making that geometry fit into the context of a new game and engine. I’d worked with fastidiously organized layers, done everything by the book, guv, I swear. While important for a commercial product, that experience had temporarily tired me somewhat of the (smarter) formalistic approach. As a result, no substantial grey-boxing would take place for Museum. Manic energy took the place of “rules” and “common sense”: Basically, I was creating stuff I thought looked cool, not getting terribly fussed about what direction it would all head. This is the way newbie mappers work, or idiots, or both… but it can be done if you’re smart about it. Certain things can’t be bullshitted around, though: your map must be in proper proportion to the players, and it must maintain sensible sight-lines considering the game type. You need to know the game you’re making the map for, and know it well. So working free-form has its advantages, creating a whimsical sense of liberation in the budding mapper. It comes at big costs to him, though, in other aspects. This open doorway, and the entire route it signified, never made it into the final product. People have noticed its conspicuous absence, however, to the point that it may make it's return soon enough. Working toward a result, with certain restraints in mind, but willing to cut: my method for Museum. Mistakes were made. Certain areas violated basic good-practice principles, such as this one: I call this piece of modern art “Abstract Red Light Number 48.” So… this elevator shaft was painful for a few reasons: too noisy inside, not clear enough about what it was meant to be, and the idea of it having a purpose seemed impossible given the amount of crap stuffed into the scene. I believe I settled on a better, cleaner result: Which was based off of this reference: This shipping area was another idea that got cut (considering that it was over-dark, this was not too sad): Based on: Everything else seemed to go swimmingly, however: My biggest advantage when working with these references is my ability — and perhaps your ability as well — to discern from them what elements are most relevant and work best geometrically. These judgements influence what makes it into the map. While you may be able to follow a similar protocol by examining the pictures, you would be doing so in hindsight; it was quite necessary during this project for me to be able to sift through literally thousands of images in order to find those which, at first glance, provided the requisite inspiration. References must be clean, they must convey a certain tone, and the architecture they illustrate must be plausible among the rest of the map geometry. This process of looking through seemingly endless references is a task which must be begun anew with every new map. Back on topic: a month or two after starting out on the map, I recruited a talented 2D artist named penE who had a style congruent with mine. With his help, rooms like this began to form their own identity: The map began to develop a sense of humor. We based the name of the museum on HURG — Hero of MapCore! (Don't ask.) PenE brought his full enthusiasm to the project, getting almost all of his work done in a month or so, a rapid pace which would be a major motivator for me while I was working with (read: waging war against) the Hammer editor. Here is a sample of penE's work for the map: Nevertheless, the map did seem to require more art… I had envisioned a T-Rex in the above room, and had designed the room around that eventuality. I was concerned that such a 3D model might not fit well (it’s a relatively cramped room), or might not be appropriate looking, but I put out a call for a talented 3D artist. 3Dnj answered that call with a stunning T-Rex model based on square-shaped geometric restraints. I basically stacked a bunch of cubes on top of one another and said, “OK now make me a T-Rex that fits inside the squares.” Seems hopeless, right? Thankfully, Valentin, as 3Dnj is known, e-mailed me this bad boy: Owns right? Imagine waking up and seeing that first image of the T-Rex with that brilliant sheen, I was ecstatic. At that point I realized I’d found a true collaborator and not just a “prop guy”. Valentin would go on to help me optimize the map, and reform a lot of my map geometry into more sensible models. Here’s how crazy things had gotten: Hammer is unlike a modeling program in that it is “brush-based”, and things that are not literally six-sided cubes give the editor trouble. Trying to create an interesting shape out of a single brush? Take a hike. So it’s obvious why a more extensive collaboration was needed: it was never going to be realistic to proceed in such a manner and expect an optimized result which would (ugh) compile. Hence, the logic of making a map which looks the way Cabaret does, unfortunately all the same limitations applied more or less in 2012, with just a few exceptions like instances. So there were technical challenges, but four months on, most of the major lessons of the map were learned and my vision for the map was realized almost exactly as it existed in my brain. My workflow can be best summarized as: find a fitting photographic reference, get a basic interpretation of the geometry into the game, and then polish with aesthetics and navigation in mind (lead players with lights and colors). Phase 1: Phase 2: Phase 3: Rather than attempt to convince you I pursued the traditional level-design approach of iterating a grey-box, I hope this document serves to explain the approach I actually took: a risky and improvisational one that I know I’m lucky was successful. It’s good to state how lucky: a layout that emerged without argument, finding two brilliant collaborators with a lot of faith in the project, etc. Hopefully anyone looking to duplicate my exact method will be given pause, but at the end of the day there will always be logic in working hard and having a well-formed mental image of your goal. As for Museum, I can promise you one thing: if you load up the map, and I hope you will, I think you will enjoy it. (If only for the giant, motherfucking Tyrannosaurus Rex.) Thanks for reading.
  11. 1 point


    Hi All, Some of you maybe remember "Codewise" a hostage map that I've submited for the mapcore contest 2 months ago( https://www.mapcore.org/topic/19476-wip-codewise/ ) Yesterday I've uploaded a bomb defusal variation of this map and it's called "de_Codewise" --> http://steamcommunity.com/sharedfiles/filedetails/?id=549033715 Because of the different gameplay that goes along with bomb defusal mode I decided to change a lot in the architecture. Some of the rooms are now more open and I've added new places like basement, vent system or the possibility to walk around the palace. The map still needs some polishing, specially some of the models and their "light info" If you wan't you can playtest the map on our server: Let me know what you think! Thanks for any support/like. Cheers!
  12. 1 point

    [CS:GO] de_waterfall [wip]

    Hello MAPCORE Good time of day. I present to you a new map Waterfall. I am sure many people do not like to read long texts, especially, written with the help of Google Translate, therefore, I will be brief. According to the scenario, terrorists must destroy "some evidence" hotel/villa is located in the mountains. The bombsite A is the observation platform above a small waterfall. The bombsite B is the inner courtyard of the hotel. Below are screenshots of the game. On the map is not enough fine detail. But later they will. Map is not yet ready. Vedeo about map! I would like to know the opinion of the community Mapcore, the style and the direction in which I move. And for me it is important to find feedback about what I'm doing. Map available for test now, and you can try to play, just add me on steam, here is link: http://steamcommunity.com/id/untor Map by MOROZOV and R.I.P. 3.0
  13. 1 point
    Hey Everyone! Simon OCallaghan recommended this forum as the place to find Single Player Level Designers with a keen eye for BSP Use and atmosphere. I started when everything was built with BSP only. I'm looking for folks that can create an immersive world with nothing more than the editor and a couple tiling textures. The meshwork will follow, but is meant to enhance, not replace the good flow of allowing a BSP-crafter to go follow his/her intuition. If that sounds like you lets talk! I myself started out as a level designer in the Quake 2 days and ended up doing a majority of the levels for Gunman Chronicles, a mod gone retail based on the Half-Life (Quake) engine. I’m currently on the lookout to bring on board new team members for our game development team to join us here in tropical Asia, in Malaysia. The main game product is an UE4 based FPS Singleplayer game with a focus on skilled movement&combat and exploration, a throwback at Quake1&2 / Halflife type games with less handholding and cutscene work. Join Malaysia's largest developer and work in Tropical Asia: Join our team of talented developers in our studio focused purely on high-end AAA game development. Our team of 100+ is growing our partnerships with US and Japanese publishers and there are great opportunities in our pre-production, game design, level design, 3d content creation - teams. Relocation assistanceFlights & Immigration Processing support providedTemporary housing assistance provided free of cost. What we're about https://www.youtube.com/watch?v=HCNi33XNiSY Projects we contributed to https://www.youtube.com/watch?v=QC35CGrstAw Facebook & Website : https://www.facebook.com/StreamlineStudios & www.Streamline-Studios.com Feel free to email me at sbaier[at]streamline-studios.com
  14. 1 point
    Conrad Justin, Sprony and Tidu : Thx for your replies; I will take a look at the GenericLift. Frag : Great start and concept!
  15. 1 point


    So I finally caught up on Season 2, was excellent!!
  16. 1 point
    Hi Orion, to save you some time, search for GenericLift and drag that into your map. It is in the Modes menu. It's an elevator blueprint that has all this worked out already. From there you can change the mesh, material, lift time, velocity curve, and more.
  17. 1 point
    A new question? After successfully solving the eternal mystery of func_detail vs. displacement in my last article (here), I was contacted by the High Council of Source Engine Optimization. Apparently, there seems to be another enigma to be uncovered and a major question to be answered. What is the fps cost of cheap and expensive assets in Source engine? Is there a significant difference between the two in terms of frame rate? (that’s 2 questions but I’ll let this one slide) The study As with the last article, this one is also going to be a short but sweet article; fewer words, more numbers and screenshots. The systematic approach is also going to be very similar: 2 similar test maps where one contains expensive assets while the other has cheap versions of these assets. The assets will be the same and will be located in the same locations in both test maps. The recent assets added with the new de_nuke update in CSGO will be the perfect candidates for our study as Valve made most of these in cheap and expensive versions. For props, the expensive version is high-poly models while the cheap one is low-poly. For textures, the expensive version gets a normal map (up to 2), specular map, advanced reflections, detail map, and Phong shading in some cases; the cheap version is basically the diffuse map with the occasional detail map. I will record the localized fps in both versions and compare, then draw conclusions that will hopefully answer the High Council’s question(s). The testbeds The first map to test is the one made of cheap assets. It’s basically a simple map consisting of 4 walls and a floor on which are spread several props and textured blocks at predetermined locations. Textures are mostly concrete while props contain crates, cars, pipes, wires, doors, and vents. The fps recorded is 330 fps. The expensive version is exactly the same but with props replaced with their high poly versions and textures swapped with their expensive versions. The fps is now 286 fps; interesting. All right, let me call the High Council to relay the news. Hold your horses right there. We are men of Science and you know that…yes, yes, I know, one map is not enough to draw conclusions. I’m going to take this map and quadruple it, in area and in content, and test again (Nobel prize here I come). The new map will have 4 times the amount of props and textured brushes (the same ones of the initial map cloned into the new areas) as well as having its total area increased fourfold. We start with the cheap version that we will refer to as test map (4x). The fps decreased to 279 (from the 330 in the simple cheap map) due to the extra content that the engine has to render. Our main point of concern would still be to compare this version against the expensive one. You know the drill by now; we will also create the (4x) expensive version. The fps is 229. The decrease in (4x) version is more or less in line with the one in the simple version. Let’s recap in a table for easier viewing. As you can see, the fps dropped 44 fps in the simple version and 50 fps in the 4x version, between the cheap and expensive maps respectively. We can draw 2 conclusions from the above table: There is a significant drop between the cheap and expensive version (44/50fps), and there is also a substantial drop within the same version (51/57fps) when you add much more content that is all visible in the PVS. These results can shed some light on the latest update of de_nuke where the overall fps is lower than the rest of the stock maps in CSGO. The high amount of props/details that can be seen/rendered from one location coupled with the expensive assets in the playable area contribute to further decrease in the overall fps in that map (in addition to the open skybox/layout). I have tackled a revised optimization system for de_nuke in a topic of mine last month that can be read here (https://www.mapcore.org/topic/19909-de_nuke-a-revised-optimization-system/) As a bonus, I’ll throw in the compile times of the above maps so you can witness the effect of cheap vs. expensive, and the additional content in (4x) versions, on the compile time, especially on vrad since it will mostly be affected by the extra faces in the high poly models and the additional vmt switches in the expensive materials. You can clearly see that vrad times increased considerably between the cheap and the expensive versions, as well as within the same version when we quadrupled the area/content. Now if you’ll excuse me, I still have a phone call to make; the grand council woman cannot wait any longer. The final cost Expensive assets bring visual eye candy to the map in hand which is a necessity in today’s ever-growing and continuously pushed graphics boundaries. Relying on low poly models and cheap textures won’t fare well on the visual fidelity front. However, expensive assets come at a cost of taxing the rendering engine and decreasing the overall fps in the map. These expensive assets are a requisite if you want your map to shine (pun intended) but one has to be careful not to overuse them. Use them wisely in the playable area and resort to cheap versions when decorating the non-playable areas of the map or any place that the player cannot see up close to discern the difference.
  18. 1 point


    Looking at it now, I agree, some areas have a lot of repetition with nothing to break it up. I will try my best to make it look a little more colourful with less repeating grey metal while still being clean enough to easily see your enemies. Thanks for the feedback! EDIT: Just realised I never showed the updated B connector, will post next update as that looked to improve on some of those areas from the screenshots posted earlier. Thanks! Glad you like it. New Radar:
  19. 1 point

    Mirrors Edge Catalyst

    Couldn't find it so thought I would make one my own
  20. 1 point

    Mirrors Edge Catalyst

    Well, leaving it to the player to decide if it wants the hints is always a good decision. ~ im pretty sure there was already a topic on this game, also updated not long ago. merge? @Sprony
  21. 1 point

    [WIP]De_Calamari (Final released)

    I really like the new art direction with all the white stone instead of colored plaster that is more typical to western parts of Mediterranean Europe. The areas surrounding site A are my favorite (I'm a sucker for trees and seaside green rolling hills ) Just a couple of quick notes: You have some floating props (chairs/tables) in patio near CT spawn - screenshot 1 Some stone textures are extremely oversized and could use a slight scale reduction (screenshot 5-house with green shutters). If the texture is left at default scale of 0.25 then you might experiment with lowering it to around 0.15-0.2 then adjust accordingly. Bomb site B has a lot of dark textures mainly black tile floor and black marble counter etc. It could use a bit of lighting up by using slightly lighter textures (check the new ones in de_nuke for example) Keep up the good work
  22. 1 point
    HAPPY FRIDAY GUYS!!! I did a bit of work on my scene last night, added a trim material and a material for the ceiling of the structure, I may add a mask to show damaged paneling for the ceiling idk, what do you guys think?
  23. 1 point


    Thanks everyone for the feedback! Here's a thing:
  24. 1 point


    Probably my favorite scene in the whole season. Reminded me of some of Daredevil's really brutal fights from the first season, where he is just barely able to hold them off. I felt that was kind of missing for him this season, he was just a little too competent. Still a great season though, couldn't stop watching till it was over, just like the last one.
  25. 1 point


    It's not a bug, Santorini is so nice and sunny people become to lazy to die properly.
  26. 1 point


    Thanks alot guys! I made a small-ish update to fix some things and add 10 more spawns so its eligible for play testing: http://steamcommunity.com/sharedfiles/filedetails/?id=585501542 (For some reason i had huge problems updating this time around. Kept getting error 16 or 10. ) Placeholder-ish sign at mid. Its that fine line between making sense in the context of the player navigating the map and real world believeability Entrance to the Cage sniper spot. Again trying to reinforce that trespass-feeling (yes i know some of the bricks are mapped wrong but im still just establishing ideas). I blocked off the low opening into the main are to give more emphasis on the upper positioning. I also allowed getting into the cage from lowground by jumping the boxes. Before you needed a boost. (i now added a post possibility at A entrance). Btw the sniper spot may be a little too OP since you can stand more safely on the ramp and shoot over, but i think this just encourages CTs to sneak into the site and contest through the grate in the cage floor. Some more coloring and detail. Ive lowered in ceiling in the orange section to make it seem like a "finished section" in contrast to the blue T area. Ive managed to keep to higher opening over the door for grenade options. I also really need to replace that ugly placeholder box in the hallway. I tried using a vending machine prop but they are just too small. Don't hesitate to give more comments and feedback. Ill look into play testing whenever possible.
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