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[CS:GO] de_sirius


El_Exodus

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  • 4 months later...

Let me remove the dust from this thread. :v

It's been a while since i stated, that i'm not longer supporting the idea of my map anymore. Things changed, new references have been searched/found and i'm working on it again. The map is no longer called de_township and will be named de_sirius from now on. Along with the name, the art style changed by 180°.

I also started a blog about this map today, to cover my thoughts behind the changes on the map and to document the changes a bit more detailed. For now i just got up-to-date with the version in the blog. More in-depth blogs about gameplay things and more, will follow. I plan on reactivating the devcams again, as soon as i figured out, how to use them properly without bugs. I might need help with that, but we'll see.

I want to get this map playtest ready within this or the next week to be able to change things depending on how it worked out. 'RZL, jackophant &more already helped me a lot in the last days, to modify the layout to it's current version. I really can't wait to see how it plays! :)

2015-10-13_00017.thumb.jpg.71146bdbf5b01

2015-10-13_00011.thumb.jpg.44370de891b5a

2015-10-13_00014.thumb.jpg.8f185bacf33b4

Check out the blog for more details. http://exodus-devblog.blogspot.de/

 

 

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Looks better and better, only thing that you should take care of are large uninteresting open areas... Just build some more cover, and cornors, and generally make the hallways shorter. 

 

I also would really like to hop into the map, why not just upload an Alpha version to the workshop for easy access (or a dropbox link containing the map) ^^

Looks better and better, only thing that you should take care of are large uninteresting open areas... Just build some more cover, and cornors, and generally make the hallways shorter. 

 

I also would really like to hop into the map, why not just upload an Alpha version to the workshop for easy access (or a dropbox link containing the map) ^^

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As i already told you, i worked on these things you pointed out. I hope the adjustments worked out. You can see some before/after screenshots here: http://exodus-devblog.blogspot.de/2015/10/small-adjustments.html

Didn't update the Workshop version with the new tree area, yet.
Edit: Workshop version now updated

Edited by El_Exodus
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Thanks to all of the people who joined todays playtest. I'll analyze the feedback in the next few days and will make changes depending on it. If you want to add anything to the feedback, it's very appreciated :) Lots of work to do now.

Edit: Feedback analysis: http://exodus-devblog.blogspot.de/2015/10/10vs10-mapcore-playtest-feedback.html

Edited by El_Exodus
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  • 2 weeks later...

Alright, it's been 10 days. I made a lot of changes which are covered in the most recent blog post if you are interested.
http://exodus-devblog.blogspot.de/2015/10/layout-changes-after-10vs10-mapcore.html

The workshop version got also updated to the most recent version.
http://steamcommunity.com/sharedfiles/filedetails/?id=535066567

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Changes look like that solve a lot of what was discussed, however, due to the crossover nature of the CT side of A entrances, I would very much highlight that the larger entrance is for A, and to not highlight the narrow upper route as an entrance in to prevent confusion.

I look forward to the next playtest :)

Edited by jackophant
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Changes look like that solve a lot of what was discussed, however, due to the crossover nature of the CT side of A entrances, I would very much highlight that the larger entrance is for A, and to not highlight the narrow upper route as an entrance in to prevent confusion.

I look forward to the next playtest :)

dglnFKO.jpg

Better? :D

Would you suggest another 10vs10 or jump directly to a 5vs5?

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