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cyn inc

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  1. This is my favorite area of your map, buuuut perhaps consider removing the parapet running along the outside edges. You have this awesome negative space created by the silhouettes of your trees and building curves that is then obliterated by repeating rows of the parapet. I don't think it adds enough on its own to be worth losing that awesome negative space. I assume since moving to a dusk daytime that the 3D skybox will probably consist of lots of illuminated structures. This is going to end up competing with everything else. I think it'll become too much visually with the parapet remaining as it is. Maybe a glass partition would work better in this scenario? Also consider swinging that raised balcony out over the edge, if only because cantilevered balconies are rad and look modern.
  2. Your mountain features are nice but their position in relation to the map leaves them feeling too distant and disconnected. Moving the mountains closer would let them dominate more of your skyline and form a nice POI that connections directly to the ski resort via the lift cables.
  3. The color choice for your light environment is too warm to work well for this sort of setting. I think if you tone down the temperature and move it a little out of the red range then you'll start seeing the finer details of your buildings facade work really pop out.
  4. You could remake the awning into a fan shape. I think it would fit better in your environment, and obscure less of the matinee building. There are also a variety of materials you can choose to form it from.
  5. This has been a very fun map to play and I adore the theme but I do have one nitpicky thing to mention. The addition of the awning over the stairs to the entrance is detracting from the visual impact of your building and the outdoor area. In the first screenshot you post of matinee the nice sweeping curve of the matinee skyline connects with the street curve at ground level by the stairs, which create lines that lead your eye between the two. The awning obscures too much of the matinee, disrupts the skyline, and breaks the visual connection created by the stairs. You could get rid of the overhead cover, or thin out the space it occupies. There's also an opportunity to add a sweeping curve to the street curb to complete the visual connection made by the stairs leading between skyline and ground.
  6. Fun to play with bots, the map is really pretty, and the view outside T spawn is absolutely picturesque. Just a few things I noticed myself ... You should be aware that players can lock themselves out of the playable map area if they hop the wall using the car just outside T spawn. It's also a little hard to tell at first glance where to plant the bomb at silo.
  7. What you have looks pretty cool so far. I hope you find the motivation again to take it further.
  8. https://steamcommunity.com/sharedfiles/filedetails/?id=3283015859 de_Inertia’s layout follows the classic four-square pattern established within the Counter-Strike map-making community, and is best demonstrated in the layout of de_dust2. With Inertia, I placed CTs’ spawn at the map’s center, lengthened and shortened certain lanes, and designed the environment to pressure defenders to keep fights out of the objective sites. The idea is to incentivize defenders to meet attackers head-on, while rewarding attackers when they advance and gain map territory. I created a diagram in the early planning stage to illustrate in simple visual terms the arrangement of rooms, choke points, spawns, and objectives. The six primary areas of the map are shown as boxes connected by lines. These lines represent corridors that function as route-throughs and choke points. The diagram has remained a fundamental blueprint in inertia’s design. de_Inertia is an ambiguous place with an evolving back story. The chosen visual design and forms imitate modern architectural sensibilities wrapped in sleek industrial set dressing. I allowed myself some freedom to explore forms and designs outside my original plan, and it resulted in unexpected directions leading to better outcomes. I was also careful to maintain a consistent visual language across the map. Surfaces like rock, metal, and concrete will dominate the map’s material composition. Overall I’m fairly satisfied with how the early greybox turned out. Still, there remains room for improvement, but the foundation feels solid. The priority now is to collect game data, and player feedback, and then use that to improve on the current design.
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