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Posted (edited)

I don't see any differences to be honest, it's not like you changed the time of the day or setting or something like that. You're going to need more than that if you want to fix your color palette.

You can use post-processing for such small changes anyway

 

I prefer the last two screens, brighter is better. I'd use small constant lights to simulate radiosity if it's getting too dark in some places.

Edited by Klems
Posted (edited)

Just some quick feedback:

You should put some wood over this ladder to make sure people know they can't climb it.

JRmbxg4.jpg

This door could be overlooked, it seems hidden behind that signal box. (There's also a newer version of this prop you might want to check out)

Qe8NATB.jpg

There's this horrible angle in A, which is OP for CTs.

4U2GKQW.jpg

This small area seems difficult to check, as well as being difficult to read due to the amount of clutter in that area.

AJhb4J2.jpg

A small complaint, this bucket is solid and you can get stuck on it really easily.

Wt5cRvs.jpg

This angle from the inside of A, could be an issue late round for if Ts want to rotate through mid, CTs can play this angle and cut off the rotate very quickly.

pSnatEB.jpg

lpIOZRg.jpg

Ts have this angle into mid, which seems a little broken seen as though you can't see the window prop.

wkA4Vq2.jpg

B site seems really open when trying to plant, with the large fuel tank for cover, but you can still be shot from CT main (2nd image) which is where CTs will likely rotate to first.

8ZD42Sc.jpg

SJE3j2H.jpg

This large roof near B site also seems to not be no-drawed? I'd probably no-draw this for optimisation sake.

XcVgdUh.jpg

This boost on A seems to undermine the whole of A main, it could allow for Ts to be picked off while setting up smokes and allow for CT to play aggressive easier.

UcRoVnQ.jpg

This area also has a horrible head-peek too.

UbKNw5w.jpg

Mid has a head-peek as well, which could be a problem if T want mid control.

3sELSEU.jpg

Map looks really good and is way better than the older version.

Edited by DooM
Posted

I don't like to work this way. There could be situation where 10 out of 11 players like something about the map that one player disliked. I'm not talking about some obvious things like those ladders or visibility issues. You have my words that everything will be fixed in next version. I want to take some break before next version. :)

Posted (edited)

Hi guys !

Thank to you I was able to track down a lot of issues. I decided to fix those before playtesting today. However there are few ones that I'm fully aware (and sorry)
The truck on B is fully clipped. I used bombblock texture to block bomb for going under the truck. It turns out that this texture block bullets, nades and also a player (love you Valve).
Also I made a stupid decision clipping door frames so players can't jump on it. This is the result:
nRFiDet.jpg

Also those crates are not clipped:
uLu05zF.jpg

I'm not aware of any other issues at the moment so please take screens while playtesting and report them via mapcore plugin.

Here is link to _b2 :

https://www.dropbox.com/s/etkp03bvvetu42f/de_cargo_b2.bsp?dl=0

 

Edited by LizardPL
Posted (edited)

​On that last image, what exactly have you done, did you remove the jumpy wall thing?

​You can't just solo jump there. You need a buddy to boost you and also downed the fence.

Edited by LizardPL
Posted

*text*

​Also regarding this area, I was in ts with Jackophant and we decided that A was way to difficult for Ts to take, and that Ts should have another entrance to the bombsite.

I suggested this. I don't know if it would work, but it could be interesting.

You could cut off this garage making it a little smaller.

l8QBezM.jpg

And add a route here:

mgnI6Ml.jpg

 

 

 

 

 

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