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Posted

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

 

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Posted (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

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Edited by mr.P
Posted

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

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Posted

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 seconds
  • add cover on A crossover for CT side and allow more consistent smoking
  • remove door handles on unopenable doors >:(
  • the bombsite decals look like they were drawn by a 4 year old with crayons :P

 

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