Deh0lise Posted May 16, 2014 Author Report Posted May 16, 2014 (edited) You probably already know it, but it is a motive to be proud of, so I'm spreading the word. Vakarm.net published an an article with the best april maps, and de_rails is in it! Link: http://www.vakarm.net/news/read/Maps-of-the-month-Avril/5723/2 Edited May 16, 2014 by Deh0lise Quote
poLemin Posted May 16, 2014 Report Posted May 16, 2014 You probably already know it, but is a motive to be proud of, so I'm spreading the word. Vakarm.net published an an article with the best april maps, and de_rails is in it! Link: http://www.vakarm.net/news/read/Maps-of-the-month-Avril/5723/2 well deserved! Quote
Deh0lise Posted August 23, 2014 Author Report Posted August 23, 2014 New update released. Not a very big update, but worth it. Download: http://steamcommunity.com/sharedfiles/filedetails/?id=251812530 VISUAL -New Radar -Changed some textures to improve visibility and aesthetics -Improved lighting in few spots -Added beams of light to standing lights. They don't disturb gameplay and add quite a good mood. -Added a new pillar in A. It makes the bombspot look better and helps CT cover from Ts below. GAMEPLAY -Navigation mesh improved. Bots behave better -Modified bottom route to A. Increased the size of the room (Z axis), textures & vent size (faster movement in/out). -Modified middle route to B. Breakable wood offers cues to Ts, cloth prevents gives Ts some advantage. -Added wood planks in the end of the trains in B. This will give some moving options while playing. P.S There are few more updates not listed. Feel free to answer this thread, the one in workshop or discuss it @Deh0lise (twitter). Hope you like it! Quote
Deh0lise Posted August 25, 2014 Author Report Posted August 25, 2014 I'm no expert, but this looks really well done, the visuals look really nice. The only thing that saddens me is that there's such an excess of industrial style maps, so this doesn't feel very unique. Thanks for the nice words. I agree on the industrial setting, it is over used, mostly because the props/textures being suited for this theme and because most cs maps start as a layout and then the theme is chosen. That's at least what I did, so is dust, mirage and many more. My intention was to find a sort of substitute to de_train, which is broken for too long (imo). Anyway, I've just released a flash update after having a 5vs5 match on the map. VISUALS -Improved the skybox (skybox fog + selfilum textured buildings) GAMEPLAY -Streched further middle (more bricks close to B door) -CT spawn windows narrowed (a new wood plank on the other side) -Moved a crate in bombiste A to help planting the bomb. Now Ts can choose whether they want to plant leaving uncovered upper stairs or connector door. -Added a semi-translucent cloth on the rails in bombspot A. This will further give sense of protection to Ts while not affecting vulnerability when planting. -Nav mesh tweaked Still needs more work (skybox ground texture, mist/clouds, roads, yellow lighting...), but I think those buildings are nice touch and improve the overall feeling. The left wall is the new modification, it covers more or less the same as the boxes, but is more solid and, as there are the pipes, streches middle. I also moved the wood plank so smoking CTs above will be easier now (you cant reach them from T base). Here you can see the translucent cloth and the box, which has been moved in order to offer some cover from upper stairs as stated before. Streched middle@CT spawn + added clue to stairs and wood that will help Ts notice CTs up there: I'm changing the map status to "release candidate". I feel quite confident about how it plays. Good feedback is welcome! ⌐■_■, 2d-chris, leplubodeslapin and 3 others 6 Quote
Deh0lise Posted September 2, 2014 Author Report Posted September 2, 2014 (edited) Some September stuff! VISUAL -Added $detail on some textures. Now they look better when the player see them close (v.g snow ground has small shiny dots like real snow) -Improved the 3D skybox. Now there are mountains in the background, a subtle mist and more buildings. Lit buildings are better placed and can be seen from all main routes (A,B,Main) -Detailed some ceilings (v.g pipes, vents, trims...) & rooms (v.g A connector and main A). -Modified few props. -Reduced lightmapsize in skylight room to B. Light below is turned off (thanks for the idea leplubodeslapin). Players wont get confused thinking that is a playable area. The area has been re-clipped to improve movement. One metal plank has been removed (was useless, now you can jump on the other one to control breakable wood route). -Added some green cloth covering to few crates to make the area more vivid & interesting. -Added some details in spawn CT. -Minor details (v.g bottom stairs wall@ bombsite A; platform A...). -Updated the radar + added some graphs to the spectator radar. -Subtle fog adjustment. -Added a small platform in B where the bomb should be planted. Raised all elements on it (light & box). GAMEPLAY -Removed physics from handrail props. -The box in bomsite B has been elevated a bit. Now TS can hide completely behind the crate in certain angles. -Added a pipe in A connector. This will make harder to control connector from far (before the gap was too big). -Modified bombsite A: new metal plank for more cover (fulfilled a common demand); substituted big crates for fence+crates (one less spot to control for Ts entering upper A). -New wood plank in the middle window in windows@ bomsite A. This will reduce visibility for CTs -Placed a new crate close to main A entrance and simplified the platform in the front. Now Ts have better movement while CTs can make close attacks. -Removed physics from metal structure on the wood ramp in the bombsite A (improved movement) -Added func_clip_vphysics to places where weapons could be droped but not picked up (skylight room, spawn ct, B ramp...) -Removed particles over the machine in middle (gave advantage to CTs because of fade distance) -Tunnels have now a number (1&2) so they can be called out. Notice you can call them lit/dark or something different. -Windows@A have a decal over them so players can use them as callouts (A1 & A2). Notice you could call them drop-window, stairs-window before, now they have shorter callouts. -Lightened up windows room@A. Ts will be able to spot CTs faster. OTHER -Filled one container with rubbish in T spawn so its use is clear. Now, some players may not feel they need to get inside. -Added a "police line" in T spawn so Ts don't try to run away and get confused by the noclip brush. CHANGE LOG THREAD: http://steamcommunity.com/workshop/filedetails/discussion/251812530/35222218951045830/ DL: http://steamcommunity.com/sharedfiles/filedetails/?id=251812530 CONTACT: @Deh0lise EDIT (wtf I add some photos): Enjoy Edited September 2, 2014 by Deh0lise Niller^.-, OrnateBaboon, El Moroes and 2 others 5 Quote
Deh0lise Posted September 3, 2014 Author Report Posted September 3, 2014 Flash update. Because of popular demand, I've modified middle so only one smoke is needed in order to pass to the other side without being seen. Now there is a small fence that covers part of Ts middle. Also I've added a green crate in bombsite B. Now you can plant safer in case planting was too slow. Also, here it is a guide about how to smoke A. You may find new ways to smoke it, meanwhile, this will be useful: P.S There is a random graphic error (black stain), forgot to restart csgo... Squad 1 Quote
Minos Posted September 4, 2014 Report Posted September 4, 2014 Great vibe with the map, reminds me a bit of the golden age of industrial maps (the doener king, x-tender and all those german guys ) spence, Deh0lise, 2d-chris and 1 other 4 Quote
Hlynur Posted September 5, 2014 Report Posted September 5, 2014 Ran through the map and played it with some bots. Really good looking map. Didn't have any visibility issues even though it's set at night. The only thing I noticed is how much of the graffiti is positioned very high on the walls. Feels a bit unrealistic. Quote
Deh0lise Posted September 5, 2014 Author Report Posted September 5, 2014 Great vibe with the map, reminds me a bit of the golden age of industrial maps (the doener king, x-tender and all those german guys ) Thank you Minos : ) Ran through the map and played it with some bots. Really good looking map. Didn't have any visibility issues even though it's set at night. The only thing I noticed is how much of the graffiti is positioned very high on the walls. Feels a bit unrealistic. In the real world there are also many graffities painted very high, though I agree that there are more on the bottom of the walls. In this case this is a concious decision in order to make readable the map. Placing too many graffities on the bottom makes it more difficult to spot enemies. For the same reason the bottom part of many walls is white, so there is a higher contrast and players can notice faster each other. I'll leave it as it is because of that but thanks for the feedback! I'm also glad you liked it and haven't noticed any visibility issue ^^ Quote
Deh0lise Posted September 7, 2014 Author Report Posted September 7, 2014 (edited) New stuff as you can see. Mostly graphical improvements (specular on bricks, those $alphatest shadows, some visual changes in A etc. But also few minor gameplay fixes and a new box that should help Ts. And I thought it was ready long ago... there is always some stuff to do I guess : ) Changelog: http://steamcommunity.com/workshop/filedetails/discussion/251812530/616187204119100077/ Edited September 7, 2014 by Deh0lise El Moroes and Niller^.- 2 Quote
Deh0lise Posted September 12, 2014 Author Report Posted September 12, 2014 And another one! Some changes (mostly graphic): Full changelog: http://steamcommunity.com/workshop/filedetails/discussion/251812530/616187839294248549/ And a Spanish interview about it: http://conos.eu/rails-un-mapa-que-busca-su-sitio/ & video they made (old version) https://www.youtube.com/watch?v=6A6E06-NkW0 Any suggestion? Quote
Deh0lise Posted September 19, 2014 Author Report Posted September 19, 2014 Because of popular demand I've updated CT spawn and made some fixes... here it is the changelog: http://steamcommunity.com/workshop/filedetails/discussion/251812530/616188473195435654/ Niller^.- and Squad 2 Quote
Deh0lise Posted September 24, 2014 Author Report Posted September 24, 2014 Last update (besides future bugs). This time I've made a blend modulate texture for the wood on A and made it more snowy so it is more consistent with the rest of the map. I've also removed the stars from the 2d skybox, made it less lowres and placed different planes of stars to give it more depth. You can find the download and changelog in the item's workshop page. tomm, Vaya, OrnateBaboon and 1 other 4 Quote
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