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Posted (edited)

A bomb-defusal map set in "Villaggio Generico" named town, somewhere near the border of France in Italy.

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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 by SotaPoika
Posted

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.

Posted

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. :)

Posted

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.

Posted

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).

Posted (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:

qYlDX9T.jpg

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:


cyBjT0p.jpg

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. :mario:

Edited by Real_Goods
Posted

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:

qYlDX9T.jpg

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:

cyBjT0p.jpg

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. :mario:

Trick jumps are always nice :D
Posted (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:

qYlDX9T.jpg

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:

cyBjT0p.jpg

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. :mario:

 

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"... :ninja: ;)

Edited by SotaPoika

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