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Quotingmc

de_contract

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Is there any particular more specific theme you're going for yet? Location? etc.

I am going for the general feel of the new Nuke so I guess an Clean(ish) American storage facility.

I know they are a bit boring but I hope I can make it look unique and pretty while still being playable. 

Edited by Quotingmc

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More work! Still very temporary, more just getting a feel of what it could look like. Still fiddling with light on bushes so that is why the shadows are a little broken.

I think the CT spawn rocks are too flat right now along the top and could do with some additional foliage. I also want to make some sort of cool looking building atop the hill next to the silo. The small room will be the guard box.

As always, I love feedback on what could be fixed or changed!

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EDBFB83EFEEB56BCA9E9E61CAE572EF2A627000F

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Picture from above:

025E01798A3E57C14E169293FD736DC9A71DCF10

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More work! Still very temporary, more just getting a feel of what it could look like. Still fiddling with light on bushes so that is why the shadows are a little broken.

I think the CT spawn rocks are too flat right now along the top and could do with some additional foliage. I also want to make some sort of cool looking building atop the hill next to the silo. The small room will be the guard box.

As always, I love feedback on what could be fixed or changed!

0A7CDB45D710426D99FBA5BA1619CC79DEB956BE

EDBFB83EFEEB56BCA9E9E61CAE572EF2A627000F

A1280ED75B7F83B5BFFA6D5B37216F32239EAF91

FC320665487BC8F8DA45C3442ABA9BACE5FBF9B8

Picture from above:

025E01798A3E57C14E169293FD736DC9A71DCF10

looking good!

 

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First of all: Please upload the latest version to the workshop, so we can ahve a closer look at it! :D

in the version we got so far are some minot clipping issues, ofc typicaly at doors/gates like on Site A.

At some places you've got some very thin walls. Right now there are no real textures, and of course this might work if you choose a suited one, otherwise it might look a bit strange.

I found some very nice potential AWPy sightline near Site A but dunno if that might be intended.

de_contract_3c0009.thumb.jpg.7864cda35ca

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First of all: Please upload the latest version to the workshop, so we can ahve a closer look at it! :D

in the version we got so far are some minot clipping issues, ofc typicaly at doors/gates like on Site A.

At some places you've got some very thin walls. Right now there are no real textures, and of course this might work if you choose a suited one, otherwise it might look a bit strange.

I found some very nice potential AWPy sightline near Site A but dunno if that might be intended.

Thanks a ton for this very useful feedback!

I still need to do a full clipping pass and I will remember these spots when I get round to it. As for the sight line, I have been meaning to rework that passage for a while, it feels very off. I will take that into consideration though when remaking it to stop another long angle.

As for the thin walls, I will have them as panels of metal or the such, more temporary pieces laid against the walls than connected structures.

Thanks again.

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New Update! 

Please Note: This version is NOT currently on the workshop!

I have almost finished blocking out CT with rocks and foliage as well as adding some textures and more detail to the buildings. I have also started to add rock faces throughout the map including the back of B bombsite.

As always, any feedback is gratefully received and always considered when improving the map.

Images:

CT Spawn:

Spoiler

 

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B Site:

Spoiler

 

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1323EB7D2247D91FAD2D4D0FDE4559B569EE24A9

 

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005B6EFFEA872EA1DE99D98022D7CF0BC0B6E3A9

Full credit for rock props to @Yanzl!

Edited by Quotingmc

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Small Update:

Started work on tweaking mid ready for first stage of textures. Some changes include removing a hiding spot on T side, giving CT more room on balcony adjusting the CT entrance ways. I have also changed the colour scheme on T side to orange rather than yellow. Another smaller tweak is with the geometry of the CT to A connector to remove some bad angles and make it flow better.

Images:

Spoiler

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Have also collected almost 40 reference pictures from de_nuke to work from and help make the map look cool:

http://imgur.com/a/hEwkY

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Just now, 1488 said:

thinks he's referring to the fact that you're referencingp pictures of Nuke instead of choosing an original theme, just my interpretation though

Oh, I am just using de_nuke's for as a rough guide and looking at it's techniques for making plain surfaces and areas appear detailed yet still new and uncluttered. I am not planning to copy anything 1:1, more just use it for inspiration and little tips.

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