cashed Posted February 11, 2014 Report Posted February 11, 2014 (edited) Released to get community feedback! http://steamcommunity.com/sharedfiles/filedetails/?id=125689191 Edited February 12, 2014 by cashed penE, DrywallDreams, ShockaPop and 3 others 6 Quote
ShockaPop Posted February 12, 2014 Report Posted February 12, 2014 Gonna check this out after work. Seems there are bit noisy backgrounds/walls on some areas though. Quote
Skjalg Posted February 12, 2014 Report Posted February 12, 2014 My first complaints would be that the lighting looks a little bland. I suck at lighting myself so I cant really provide any useful feedback though. The ground is also very flat and seems to have dirt in weird areas (instead of in common pathways like it should). Quote
El Moroes Posted February 12, 2014 Report Posted February 12, 2014 I'll say what I already said before here : Explore your thematic and don't make something we already see somewhere else (industry / vegetation / blablabla ) cashed 1 Quote
Skybex Posted February 12, 2014 Report Posted February 12, 2014 (edited) Personally I think you need to decide if you want the map to be more comp focused or not. What I mean is, it seems like you are trying to retain the very tested elements and strict sight lines for gameplay from the earlier version while trying to making it visually appealing, and because of that, both areas are suffering. I had a run around it last night and the had I not read previously what the theme was supposed to be, I wouldn't have picked up on it. So I think you should decide if you want this version to still be a comp map, or keep the old one for comp players and then go all out with the visual theme on a new version. Edited February 12, 2014 by Skybex Quote
FMPONE Posted February 12, 2014 Report Posted February 12, 2014 I'll say what I already said before here : Explore your thematic and don't make something we already see somewhere else (industry / vegetation / blablabla ) Quote
cashed Posted February 12, 2014 Author Report Posted February 12, 2014 Plain and simple, it feels I'm failing as a Level artist and I require more practice. The idea for the theme is great, but wrapping in into this design is becoming difficult. The vertical aspects of the layout make it difficult to make large thematic changes. It would be a better idea to make something original than to jam it into this. Quote
JeanPaul Posted February 12, 2014 Report Posted February 12, 2014 (edited) I really feel like I need to say this in response to the comments I have seen already in this thread. This is also slightly in response to the annoying counter strike community 1. The ground is NOT too flat, counterstrike players love flat, it allows them to get "headshots for days lel" - I mean look at de_cache, its flat as fuck and everyone loves it. This can go both ways, either you add some displacements and change it up a bit or you keep it super flat. Either way you are going to get complaints because its, well, the COUNTER STRIKE community. 2. Its your fucking map, change what you want to! Keeping the exact same sightlines and exact same everything in the map is absolutely retarded. Change what you feel you think is necessary for a better map. This can apply to basically anything in the map aswell! 3. If there is one thing to keep in mind with the counterstrike community its that they honestly seem to fear change. I know it sounds ridiculous, but I remember playing in de_inferno this past summer when the server I frequent had a few players notice the railings at mid (that caused annoying movement problems) were removed and there were actual verbal complaints from half the server! I mean WTF?? Point being - you will get flak regardless of what you do with counterstrike players. So, change what you want and make it a better map for it! If this means new sightlines, or new anything, just do it! 4. I thoroughly checked your screenshots a few times and I cannot honestly see any part in any of the shots where visibility would be a problem when trying to find players during gameplay. I noticed that you did a pretty damn good job of keeping most the walls that players will be standing next to pretty clear and simple and thats great 5. "IS IT A COMP MAP OR A PUB MAP" is a ridiculous thing to even consider. These two things are NOT mutually exclusive. If your map is good for comp play, it is good for pub play. Considering the fact that your layout is mostly the same as your previous seasons, and season is a much loved comp map then bam, its good for comp and pub. I also like how you made it a greenhouse/whatever type deal to allow as much CSM light in as possible, but sometimes that causes some shadows to break up the simplicity. An example being the last shot you posted here, if you slap some corrugated metal panels above the ceiling (like its resting on the roof) you could easily get rid of some of the noise from shadows on the walls while also adding detail. I do agree though, your lighting is a tad bland, and I honestly only think its because you have a light_env with a bit too much white. Try adding some slight yellows and oranges to give it a nice warm glow. Great start so far though bro, once this shit gets finalized it will be nice to have an updated season to play on all the servers. Edited February 12, 2014 by JeanPaul cashed, NoahHasAnIDE and tr0nic 3 Quote
blackdog Posted February 12, 2014 Report Posted February 12, 2014 1. The ground is NOT too flat, counterstrike players love flat, it allows them to get "headshots for days lel" - I mean look at de_cache, its flat as fuck and everyone loves it. This can go both ways, either you add some displacements and change it up a bit or you keep it super flat. Either way you are going to get complaints because its, well, the COUNTER STRIKE community.Main path can be flat, while the space around them displaced just for aesthetics i'm thinking as an example of de_favela, where the right-end bombsite is flat, then you have the canals around to spice up the visuals. Quote
text_fish Posted February 12, 2014 Report Posted February 12, 2014 I for one fucking love this remix. Season was one of my favourite maps in CS:S but I just felt that the old industrial look was too tired for CS:GO so I barely played it until now. This agricultural angle really freshens it up and makes full use of GO's visual bells and whistles. I think you could do with adding some faint ambient green lights under the greenhouse glass, but otherwise I'd be inclined to leave the visuals and start concentrating on the soundscape which is the only really weak point for me. I'd like to hear insects and birds in the background to really make it feel humid, as well as the faint buzzing of vents et al. Lose the car sounds, other than perhaps a very occasional distant sound if you have a car going passed in the skybox. OH! And maybe add some birds in the sky because they look cool in shadows. Quote
ics Posted February 13, 2014 Report Posted February 13, 2014 (edited) I used to run this on CS Source server of mine for years and years. It was ok public map, a little hard to take on as Terrorist so the extra routes came in handy. However, what works in CSS. doesn't work in CSGO. There is a reason why Valve simplified and edited some of the maps, such as aztec and dust, which was to make them more simple and not ct-sided to play on. Season is fine mostly but there are too many routes that lead to other places through kind of long distance. For example the vent area with 2 vent windows i see kind of useless and the ladder area up there. I didn't notice if there was the corridor from the ladders to the door in the middle. That area is kind of complex. Doesn't serve much of the competitive side. If i were you, i would simplify it more and don't be afraid to change the original layout of the routes, especially the mid area. Oops, called this seaside instead of season. Edited February 13, 2014 by ics tr0nic 1 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.