mr.P Posted October 23, 2015 Report Posted October 23, 2015 soooo...been posting some pic in the wip thread the past few weeks and now its ready for a first release,+100 custom props, can't remember how many made it into the map since I had to cut a lot, a lot of them was made in Source2 hammer+90 custom materials, some were cut... anyways, here are some fresh screens + dl link, don't be shy with your feedback! http://steamcommunity.com/sharedfiles/filedetails/?id=540249181 ashton93, RaVaGe, OrnateBaboon and 16 others 19 Quote
will2k Posted October 23, 2015 Report Posted October 23, 2015 Awesome work buddy Captured the theme of a town in West bank/Gaza Quote
Squad Posted October 23, 2015 Report Posted October 23, 2015 Congratz on the release! Looks great! I'll post some proper feedback later. Quote
Bodd Jonar Posted October 23, 2015 Report Posted October 23, 2015 The map looks amazing, and it has a solid layout. Operation worthy.Grattis på releasen. Quote
Klems Posted October 24, 2015 Report Posted October 24, 2015 Dust theme how it should be done. El Moroes 1 Quote
El Moroes Posted October 24, 2015 Report Posted October 24, 2015 Dust theme how it should be done.Yeah I completely agree with you ! This is working well, nice Job mr P. Quote
mr.P Posted October 25, 2015 Author Report Posted October 25, 2015 (edited) good feedback from the mapcore playtest! thanks!so, had some yesterday to make some minor adjustments:- new layout, less cod, more classic (hopefully)- removed the guard tower and close by hesco barriers at A site (will hopefully make that small nook on the ct-side of A more useful)- tweaked the light exposure and bloom (still need to test it on a few other computers to make sure its not over bright)- added some $detail to tank and iron dome- various clipping issues (trees and stairs)- tweaked distance fade on a few props Edited October 26, 2015 by mr.P 'RZL 1 Quote
mr.P Posted October 30, 2015 Author Report Posted October 30, 2015 did a playtest with /r/globaloffensive earlier this week, the feedback was great and really helped out, I still got ~8 more hours of demos to watch but the takeaway was T/CT timings to A; so decided to shuffle around A site a little bit, mainly decreasing CT timing and increasing T timing and adding some covers, the top of the hesco barriers is also reachable by a ladder on a new fuel prop,current placement of CT/T spawn is a little wip, I will probably redo T start to make it feel more unique, also going to open up mid a little bit more and add a balcony at B and some more covers on the streets, but that's for a future update Puddy, RivFader, Fnugz and 2 others 5 Quote
Vaya Posted October 30, 2015 Report Posted October 30, 2015 Enjoyed playing with you man. I was going to say (but forgot to post):T path to A needs to be increased by about 2-3 secondsadd cover on A crossover for CT side and allow more consistent smokingremove door handles on unopenable doors >:(the bombsite decals look like they were drawn by a 4 year old with crayons RivFader, Fnugz and mr.P 3 Quote
mr.P Posted November 3, 2015 Author Report Posted November 3, 2015 did some minor adjustments to the layout, the mid is more open, moved t spawn, added some platforms at B, made a few halls/streets more narrow... RivFader, Vaya and Squad 3 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.