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Posted (edited)

Currently the name is de_Razza though this will probably be changed, it is still early in development.

Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=403464253

Any feedback will be appreciated

 

Screenshots:

(All of these areas are going to be changed but this is the general layout of them at the moment)

Overview:

map_overview.thumb.jpg.47b78f7ac2cc64595

Current B Site

2015-06-12_00001.thumb.jpg.1ebfac120046c 

Current A site

2015-06-12_00005.thumb.jpg.54bf0f89e32ef

T spawn

2015-06-15_00002.thumb.jpg.b7cf26113fa8e

CT Spawn

2015-06-15_00005.thumb.jpg.9acc0c7f65204

Current mid looking from CT side

2015-06-15_00001.thumb.jpg.afca27d5d4cab

Current mid from T side

2015-06-15_00003.thumb.jpg.c87d91b168c95

Top of mid near CT spawn

2015-06-15_00004.thumb.jpg.4482b9d09b050

Where sides will meet next to B (Need to update this screenshot)

2015-06-12_00004.thumb.jpg.2f7f447b52737

Long A

2015-06-12_00006.thumb.jpg.1beadf9fc6bb7

route to A

2015-06-12_00007.thumb.jpg.cde342dddfeb2

Edited by madman
updating screenshots and typos
  • 1 month later...
Posted

You could do with lighting up your environment a bit better, it's rather dark currently. Google "Sky Lists" and have a look at the skybox textures maps use as well as their lighting values.

I think you should open your map up and run the console command "bot_show_battlefront 1" and see how deep CTs are able to go before Ts meet them. I think you'll find CTs can own most of the map before Ts even get close the the sites which isn't great for gameplay.

The overview is a little cluttered so I can't tell what the pathing is, but the number of paths don't see too bad right now.

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