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WIP(CS:GO) De_Agri


Vinneri

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Now I finally feel, that I should post this map here. There is still a lot of work with this. Biggest issue was main door to A. It was a massacre for T's and I have to do something to that. Also I'm not really ready with A site's overlay. Thanks for everybody joining the test! I have interesting problems to solve.

 

Please give me feedback from the test, thanks! :)

 

Here some pics:

d64a002765.jpg 0df0c2fa64.jpgdf74c9363f.jpgeb5a49c22d.jpg1e35761ee9.jpg397087870d.jpg

PS. Ladder OP

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It reminds me a LOT of Militia, but if you would compare both, yours looks like a mix between cartoon/realistic textures. I'm not saying I hate it or anything, I just think that the textures/models aren't seamless, and that you should just stick to default textures for a while. Hope you understand me.

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5Xgerfy.png

 

My suggestion:

 

- Move that A door. It was a nice experiment but it just doesn't work. Move out of Tspawn and get instantly knocked down to 40hp. 

- Simplify a little.you have lots of open space and deep corners that making clearing areas a chore.

- The top of the map is way too angled. Farms are not built on grids; I think you need to lose some of the 90 degree corners (I've highlighted  2 as an example- this area is a bit too tight - but it really depends on how you want your map to flow)

 

Thanks for the playtest!

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I agree with Vaya about the big door to A. It's no fun to get out of spawn zone and losing half your health without even seeing an enemy.
Also, I'm not sure about the roof access. I think a lot of players weren't even aware that it was there (I only noticed it towards the end of the game) and I just think it would overcomplicate the map, since players should constantly be checking the roofs above them too.

 

Other than that, it was pretty fun!  

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I agree with Vaya about the big door to A. It's no fun to get out of spawn zone and losing half your health without even seeing an enemy.

Also, I'm not sure about the roof access. I think a lot of players weren't even aware that it was there (I only noticed it towards the end of the game) and I just think it would overcomplicate the map, since players should constantly be checking the roofs above them too.

 

Other than that, it was pretty fun!  

It was a bug and horrible one...

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The red walls on the barn are a bit too saturated for the art style I think - there's not much detail in the diffuse which, combined with the saturation, gives it a stylized look. Also the dirt texture you are using on the displacement looks scaled up too much, and is inappropriately pebbly. Try to get another, finer dirt texture in there and save the pebbly texture for detail spots like where the ground meets a wall or road.

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Hey guys! I'm almost ready for next playtest, but I would like to have you opinion.

I may add one more wall between A and B, It's that red line.

What do you think of it? Does it make CT's too hard to rotate to other site, or is it just perfect?

 

I just noticed how this map really works.. :D 

Red path goes straight to A

Blue path goes straight to B

Gray path flanks from behind

Green path flanks from front

 

IMO that's insanely cool! I don't want to make any more 3-way maps (A, B and mid)

 

7bca5d8914.jpg

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