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Posted (edited)

As Valve are going to start looking at candidates for the next operation from today I figured I'd finally upload de_88mm to the workshop.

 

I've still got to finish the 3D skybox, make a soundscape and do a fair amount of optimization, but 99% of the layout and most of the aesthetics are final, I think.

 

http://steamcommunity.com/sharedfiles/filedetails/?id=314256055

 

Here are some shots:

2E837C3DEC5890CBA31C1BF0328E4D701A2A2B50

 

EFD9762019326EFD77C451EB94018731AF2FA248

 

B8C7F369DDF53A704D87E32DBE795947E545597D

 

7251644002686BAD0A256E8BE85E6B4AFDBB459B

 

D4CD802EAD976ABB9167B39E16FED9EE2D78E026

 

If anybody has any hot tips on getting more exposure for workshop items I'd be grateful for your advice, because I suck at promoting my work. I posted it up on Reddit's CS:GO group and got a big fat 0 responses!

 

As always, all feedback gratefully received, and usually acted upon!

 

Thanks for reading and looking and stuff.

Edited by text_fish
Posted (edited)

Interesting screenshots. I like your visual theme alot. I get like a HL2:Lost Coast vibe from it. Can't say much more based on screenshots. I'll dl it when I get home and take a look around/play some bot matches on it to give you some proper feedback.

 

Edit: Played a couple of rounds. I like it! Intuitive layout and comfortable pacing. A site was my favorite part of the map. Being able to watch the plant from back towards T spawn is really interesting. Also that view makes the site really memorable. The choke points are pretty fun to fight through too. Although, B seems like a tougher choke point to fight through, it almost seems like a stronger option to just smoke it off and go through the stairs - I'd have to play some rounds with real people to develop a stronger opinion (expert bots dont' really do the map justice.) The timings seem solid though, CT's were showing up at choke points at around the same time as the T's which made the route to the bomb-sites feel action-packed. You've got a stronger visual theme than alot of defuse maps being posted and it's fun to play imo. Good work, I'd love to see this in the next operation.

Edited by nikkoship
Posted

Thanks for the comments guys. 

 

You're spot on Johnny, I got the idea for the theme when I came across a rusted old gun turret in FC3. Then I watched The Guns of Navarone and that sealed the deal. :)

 

When I designed the layout originally it was going to be a stately English home so I guess it's changed quite a bit over the last six months or so!

Posted

I thought about a similar theme, I do even got a drawn layout!

 

IMO the screens do no justice to the map, it is better ingame. Despite that, there is some stuff that makes it feel rushed (v.g lack of clips, nodraw, dev textures..), but I like what I've seen, it has potential. The theme is well set, the colors are nice and props, displacements etc fit well (canon, those round windows...). It might be one of those easy maps to play also.

 

The cliffts and the metal path to bomb A look great, so does the cannon alone up there. The upper middle path, the one with the green glass looks cool too, but I dunno if it will have much use.

 

The bombsites space is good, I like the idea of having to take a long metal passage in A, and the Z play in B, but I miss some cool places to cover the bomb, somewhere I could hide to do a ninja, and other tricks that could make it great. I would experiment making a hole below the planks on B so you can pass below them and use that spot as cover (like the in old de_inferno). In bombsite A it might be cool to have one of those metal planks in bombspot with a column, so you can risk your life hiding there or strafing, also the elevator? could use a light and maybe some interesting props.

 

Keep up the good work ;)

Posted

Just registred to give you some feedback. The Outside areas already look great, especially the T-spawn area. It's a bit too much grey for my taste though. Maybe a af few more plants or grass on the walls? Inside it's similar, too grey and too plain. Despite that i like your theme a lot. I cant say too much about the gameplay, because i only played it a couple rounds with bots.

 

A couple of things i noticed.

 

aXjriVc.jpg

 

6x89rBz.jpg

 

 

NdO4U9x.jpg

 

You get stuck on the edge (you have to jump a 2nd time). Prevents fluent movement imho.

 

Dc1BE4l.jpg

 

 

 

ewZyQ5i.jpg

 

You cant move through there

 

 

edqZFTq.jpg

 

0sqMy3X.jpg

 

Kinda dark here. Bad readability.

 

 

8ytNGPA.jpg

 

Prevents fluent movement.

 

 

 

Keep it going :)

Posted

Thanks guys.

 

Deh0lise, I'm tweaking cover on B, although I'm not going to engineer any ninja spots. I think such strategies should require the player to get creative. In the latest version there is some opportunity to hide upon on the ledge around the back edge of the site so that might sate your ninja desires!

 

Thanks for the shots Fabbo, and welcome to mapcore! That nodraw error's fixed now and I'll do some creative clipping on/around all the crates. Maybe I'll turn that pipe in to a func_illusionary.

 

The one-way drop with the darkness issue is designed to be a route that gives T's an advantage so I'm not too worried about poor readability as it should work in their favour. If it pisses enough people off I might add a light though! I know how scared of the dark CS players can be. :P

  • 4 weeks later...
Posted (edited)

Ayup! Would somebody mind loading this map up right quick and let me know if the custom assets load up for them? I've just had a comment on the workshop page to say they've got errors, but the current version's been up for nearly two weeks without any similar complaints!

 

http://steamcommunity.com/sharedfiles/filedetails/?id=314256055

 

Cheers.

 

NVM, fixed it!

 

Seems I missed a step in packing last time I updated. It's obviously all my fault, but I'm super frustrated that people started down-voting it without leaving any feedback as to why!

Edited by text_fish
Posted

You should not worry about the people who "downvote" your map on workshop. If your map is solid, and it looks like it's on the right track, upvotes will pass downvotes easily. But there is a issue with workshop itself, after first week, you won't be able to gather enough attention to raise views, subscriptions and votes on it.

 

But back to your map, i like it a lot aesthetically. The idea is great and it looks good. However, i think you may still need to add some more lighting to certain areas and some areas seems too cluttered. Slight adjustments is all you need to make the map more easily navigated for even the people who aren't good at it. I cannot say more without seeing it play some time though.

Posted

Thanks for the feedback ics! Lighting is definitely an area I need to improve. At the moment it's lit by the sun and then a bunch of instanced light sources, so I'll hone them for a little while longer and then collapse the instances and tweak the settings to provide some much needed variety. Good call on navigation as well, I'll take another look at signage and other visual cues.

Posted

By judging the screens, the map lacks of polishing, your textures are really repetitive and bland. You should put a shitload of vegetation to add some contrast and your displacements / brushwork are way too simple, work on that and you could have a nice map.

Posted

Yeah, I definitely need to fix the colour-scheme. I fucked myself a bit from the get-go with the bunker theme as it sort of limits a lot of the architecture to gray/brown so I'll probably increase foliage and put some worn paint around the place.

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