Plat reacted to grapen in de_berth
Hey there. The holidays have been very busy for me and I also managed somehow to catch both sinisitus and bronchitis. Ain't nobody got time for that, so I kept going and prepared one last update for the duration of this contest: http://steamcommunity.com/sharedfiles/filedetails/?id=1216945465
Before screenshots, I figure I'll just type down the story behind the map, for anyone interested. Initially I didn't think I'd even participate in the contest since I needed to wrap up my previous project. Yet when we were two months in, during the last days of July, I did a quick sketch for a layout on a piece of paper and got to grayboxing. Two hours later I had this thing:
Much of it is still there today with some variation. With so little time remaining (3 months at this point, before the extension was announced) I needed to make the map as small as I possibly could, within reasonable expectations of 5v5 gameplay. The theme had to be something I was comfortable with, and where I could borrow a lot of stock content. My goal was to rush it and not have any dev stuff by the first deadline, I figured I had to in order to even have a chance at top 10. Admittedly I was a bit surprised at making it.
As for the layout itself, I wanted to take some inspiration from Mill and Overpass for some familiarity. liked the idea of having a slightly faster route to one site, much like Overpass, although making it scary to rush. I also wanted to give CT's the option of playing more dynamically with different positions and crossfires like Mill. During the old era of CS, Mill was my favourite map and I still think the A site of that map is the most exciting site in the history of CS. Despite Berth being so compact and simple, I feel good about the options currently available to both teams.
I consulted with an old friend and teammate alike, did some iterations and carried on. I really wanted to go for an overcast environment and ended up bashing my head trying to make it work. Spoilers: it didn't. There were just too many issues that I couldn't ignore, not to mention everyone hated it (hehe). After a LOT of palette iterations, I settled for mostly green and yellow, ironically inspired by the Mako reactor of FF7 after doing a re-run of that.
I had some closed testing along the way and felt I was on the right track, though after the faceit playtests I got some good feedback that pushed me to change some things up. Thanks everyone who played and provided feedback, also a special shoutout to @Terri for taking the time to go so far as making a video and heatmaps. In the past few weeks I've cleaned up angles, removed some overly cheeky boosts and provided more art. Now for the update:
I think most notably, the map should feel a little less spacious. I removed accessibility to the giant metal stairs for both teams to prevent cheap boosts and awkward angles. B-site has received a makeover for a memorable look. It's now possible to reasonably hold "catwalk" while also removing a nasty headpeek. Underpass is now more fair for T's.
Where does that leave the state of the map? Well, I'm not done, I want to continue workin on the art, but that will have to wait until after the contest. Thanks everyone who took the time to check out my map, also thanks Mapcore and Faceit for this opportunity. Already looking forward to the next contest, whatever it may be.
Plat reacted to leplubodeslapin in [CS:GO] DE_Breach - Released!
I am just amazed by this piece of art since yesterday evening. This is incredible, a perfect balance, so much love have been put into it.
Everyone should just play on it alone (no bots, no player) just to walk through it all. it's just great !
These were nice too
Plat reacted to Puddy in [CS:GO] DE_Breach - Released!
THE MAP IS NOW RELEASED
We will be running it on the Mapcore Server tonight, feel free to join and celebrate!
CS:GO Server IP: 18.104.22.168:27035
Location: Central Europe
Slots: 20 players
Plat reacted to ZeLzStorm in [RELEASED] - Studio
Studio is back again with our final update of 2017!
Since the end of the first deadline, we've all been hard at work improving the game-play and visuals of the map as well as going over all the minor bug fixes and changes we needed to make.
The full patch notes and special thanks can be seen in the spoilers below!
Images from the most recent update:
Patch notes from the most recent update:
We hope everyone has had a great 2017 and will have an amazing 2018! Have fun!
Plat reacted to MikeGon in Opal
Hey guys, just wanted to share some updates I've made on the de_Opal, thanks to the community's feedback :
-Fixed an issue where a brush surface would be invisible, at CPA (Thanks @K'nuckles)
-Blocked a spot where we could boost up and shot onto BSA from mid (Thanks @Bungalow)
-Fixed an issue where a large part of the sky box was being shadowed, in the environment near TS
-Added windows on a few skybox houses
-Replaced police barriers with Italian text by news ones with English text
-Added decals and small props in the tunnels near TS
-Player models for Ts are now "Leet Crew"
-Player models for CTs are now "Seal"
-Added fog (very subtle, to create a blue atmosphere)
-Decals pass, especially in mid and in the underground areas (Thanks @z0ro4rk)
-Added decorative a door at CPB
-Added small patches of grass on the streets
-Added more details to some house facades
-Significant art pass in CPB connector (the industrial room with the metal staircase)
-Added new props (clay pots, shop signs and animated Greek flag) in the streets
-Fixed an issue where a large part of the skybox near TS would be fully shadowed
-Updated position of small rectangular hole in wall on BSA (it gave CTs and exploitable LOS)
There's more on the way! Here are the main tasks I'm tackling for the next update:
-Add more details to the sky box (small houses still don't have windows...)
-Fix the shadow flickering bug on the ground at CT spawn
-Fix the issue where some small brush faces appear as completely black even with final compile
-Fix issue where the bones on "Greek flag" model don't move the way they're supposed to
-Improve performance (size of some lightmaps could still be reduced, etc.)
...and Here's a couple more screenshots:
Happy Holidays everybody, I hope 2018 will be your most productive year ever!
Plat reacted to jd40 in [WIP] de_biome
I made a second set of dome models. They have about 10% of the old models polys. I've been able to replace about half of them with the new cheap version without any noticeable difference. The other half will switch based on "Shader Detail" setting.
I hope people will find the performance more acceptable now.
On the visual side I've been detailing the floor and trying out some sun beam models.
Plat reacted to Yanzl in [CS:GO] DE_Breach - Released!
Hey guys, the map pretty much almost done, so here's one last update before release.
Also to those that have played on the map, don't forget to submit your signatures (send a picture of your signature written with a thicker pen or with a tablet)
Plat reacted to Freyja in [TF2] Shoreleave
Just wanted to show off this new map I worked on with a friend. It's been in development for nearly two years with ups and downs but we finally got to a point we're happy to release it!
You can check out a neat little trailer we made up or the screenshots below. Thanks for taking a look!
Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1238849347