ShockaPop Posted April 3, 2015 Report Share Posted April 3, 2015 (edited) A bomb-defusal map set in "Villaggio Generico" named town, somewhere near the border of France in Italy. Simple and classic layout, lots of wallbang spots and some vertical gameplay too. Idea is to keep the sky as open as possible for tactical smokes and windows for flashbangs. I'll see if I can be arsed to fiddle with overview map today or tomorrow so I can then upload this thing to Workshop as the proper playtest version that actually has all the features I've wanted since.. forever (the map has changed from first versions so much!). Feedback and ideas or suggestions are welcome, as always. --- CSGO Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=354153562 Edited April 4, 2015 by SotaPoika Klems, Mark C., text_fish and 18 others 21 Quote Link to comment Share on other sites More sharing options...
flexsta Posted April 3, 2015 Report Share Posted April 3, 2015 Looks pretty nice, although i seems like you've used the jungle skybox, which might be a little odd considering there are no jungles in Italy and the mountains around the French/Italian border are the Alps which have snow covered peaks. ShockaPop 1 Quote Link to comment Share on other sites More sharing options...
ShockaPop Posted April 3, 2015 Author Report Share Posted April 3, 2015 Looks pretty nice, although i seems like you've used the jungle skybox, which might be a little odd considering there are no jungles in Italy and the mountains around the French/Italian border are the Alps which have snow covered peaks. Yeah, I know. It just has been there since first version and didn't really care changing it because I wanted to focus on the other stuff first, I'm changing it at some point though. Quote Link to comment Share on other sites More sharing options...
GPuzzle Posted April 3, 2015 Report Share Posted April 3, 2015 Well, you could make it so it's an ex-colony somewhere on Central America. It'd be interesting, a change in how the map feels. Single, catfood, RivFader and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Muffin Posted April 4, 2015 Report Share Posted April 4, 2015 The map looks REALLY good. I can see the inspiration from Inferno as well. You should get this to playtest ASAP. ShockaPop 1 Quote Link to comment Share on other sites More sharing options...
blackdog Posted April 4, 2015 Report Share Posted April 4, 2015 Oh this is the update to what we saw already, thought there were much more details!I like it, it is very rich and organic Keep it up! ShockaPop 1 Quote Link to comment Share on other sites More sharing options...
catfood Posted April 4, 2015 Report Share Posted April 4, 2015 looks great so far. very believable ShockaPop 1 Quote Link to comment Share on other sites More sharing options...
Drakeee Posted April 4, 2015 Report Share Posted April 4, 2015 Love it, inspirational ShockaPop 1 Quote Link to comment Share on other sites More sharing options...
ShockaPop Posted April 4, 2015 Author Report Share Posted April 4, 2015 (edited) Updated first post with the link that's leading to some shady site that hosts the map file. Edited April 4, 2015 by SotaPoika Quote Link to comment Share on other sites More sharing options...
El Moroes Posted April 4, 2015 Report Share Posted April 4, 2015 Waw, it looks really good, I'll test it when I'll come back home. ShockaPop 1 Quote Link to comment Share on other sites More sharing options...
Klems Posted April 4, 2015 Report Share Posted April 4, 2015 Good job! The theme is well executed, albeit a bit boring and unoriginal. We'll see after the texturing. How did you managed to add post-processing like that? I understand color correction (add a tonemap controller, start with -tools, colorcorrectionui ingame) but the bloomy thing (ala aztec) I don't know how. I liked the wallbangs, but I would change the materials for a softer surfaceprop, like wood. Unless you're using an AWP, thick stone wall are pretty much inconsequential in term of damages. ShockaPop 1 Quote Link to comment Share on other sites More sharing options...
ShockaPop Posted April 5, 2015 Author Report Share Posted April 5, 2015 Good job! The theme is well executed, albeit a bit boring and unoriginal. We'll see after the texturing. How did you managed to add post-processing like that? I understand color correction (add a tonemap controller, start with -tools, colorcorrectionui ingame) but the bloomy thing (ala aztec) I don't know how. I liked the wallbangs, but I would change the materials for a softer surfaceprop, like wood. Unless you're using an AWP, thick stone wall are pretty much inconsequential in term of damages. I got them from "aaa_environmentgallery_v1.vmf", which is vmf including entities and stuff for official maps' environment lighting/skybox settings. There is wood used actually, a lot of the wallbangs are. Those which are not, are supposed to make it less over-powered so you're not drilling through with every weapon available (at least not with too much damage). Quote Link to comment Share on other sites More sharing options...
Real_Goods Posted April 9, 2015 Report Share Posted April 9, 2015 (edited) This map is seriously a piece of art. So inspiring, but at the same time it got me thinking. Why do I even try to learn how to map when people are this good? Fanboyism aside: This is probably too early in the development process for these kinds of things, but I've found 2 exploits, 1 of them is not really an exploit but just a trick-jump that I thought I would inform you of. (Maybe you already know them... Who knows?) Trick-Jump: I think it's actually awesome and I love these kinds of things, but I have no idea what kind of impact it has on the gameplay. Exploit:This one is quite funny, once you get on the roof over there you can actually continue over another roof and get into the most OP positions of all time. As mentioned, maybe you already know of these, maybe it's not time for these sort of things in the dev process yet. Now you're informed, my job is done. Edited April 9, 2015 by Real_Goods ShockaPop 1 Quote Link to comment Share on other sites More sharing options...
Muffin Posted April 9, 2015 Report Share Posted April 9, 2015 This map is seriously a piece of art. So inspiring, but at the same time it got me thinking. Why do I even try to learn how to map when people are this good? Fanboyism aside: This is probably too early in the development process for these kinds of things, but I've found 2 exploits, 1 of them is not really an exploit but just a trick-jump that I thought I would inform you of. (Maybe you already know them... Who knows?) Trick-Jump: I think it's actually awesome and I love these kinds of things, but I have no idea what kind of impact it has on the gameplay. Exploit: This one is quite funny, once you get on the roof over there you can actually continue over another roof and get into the most OP positions of all time. As mentioned, maybe you already know of these, maybe it's not time for these sort of things in the dev process yet. Now you're informed, my job is done. Trick jumps are always nice ShockaPop 1 Quote Link to comment Share on other sites More sharing options...
ShockaPop Posted April 9, 2015 Author Report Share Posted April 9, 2015 (edited) This map is seriously a piece of art. So inspiring, but at the same time it got me thinking. Why do I even try to learn how to map when people are this good? Fanboyism aside: This is probably too early in the development process for these kinds of things, but I've found 2 exploits, 1 of them is not really an exploit but just a trick-jump that I thought I would inform you of. (Maybe you already know them... Who knows?) Trick-Jump: I think it's actually awesome and I love these kinds of things, but I have no idea what kind of impact it has on the gameplay. Exploit: This one is quite funny, once you get on the roof over there you can actually continue over another roof and get into the most OP positions of all time. As mentioned, maybe you already know of these, maybe it's not time for these sort of things in the dev process yet. Now you're informed, my job is done. That exploit is not supposed to be there. I just haven't clipped off areas and ledges and trims properly yet, will be getting rid of those as much as possible when the time is right. What comes to the "trick-jump"... Edited April 9, 2015 by SotaPoika Quote Link to comment Share on other sites More sharing options...
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