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[CSGO] de_piranesi Remake (WIP)


Mondy00
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19 hours ago, Mondy00 said:

I've done some more work but have neglected to update this page. Really making sure that the map is enjoyable and competitive before I start detailing. Here are some more recent screenshots.

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this was a big improvement , liking it alot more

just a question , are you going with the same looks as the original or are you going to give it a new look , because as far as i can tell it looks a little bit like the original on Css, doesnt bother me that mutch but it would be great to see new themes come out

Continue the great work nontheless.

Edited by Beannie
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1 hour ago, Beannie said:

this was a big improvement , liking it alot more

just a question , are you going with the same looks as the original or are you going to give it a new look , because as far as i can tell it looks a little bit like the original on Css, doesnt bother me that mutch but it would be great to see new themes come out

Continue the great work nontheless.

The theme is changing to a colorful, Italian city. Way more colorful and lively compared to cs_italy. To separate it from the new de_inferno, the colorfulness and more urban setting will do the trick. A place called manarola is serving as inspiration. 

 

Edited by Mondy00
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  • 2 months later...

Hi everyone. Work is continuing on Piranesi, but the recent release of de_canals by Valve is a bit troublesome. I'm considering removing the canal elements of the map and some other theme elements to separate it from de_canals. I think de_canals does a lot of things wrong that I could do better, but I still think some separation might be best in the end. Just wondering what others think.

Here are a few screenshots with some new ideas as balancing continues as well.

New CT entrance to B for easier retakes: 20170319222352_2.thumb.jpg.8955ffa10f26c8de9678bc4a3c9820bf.jpg

View from back of B:20170319222934_2.thumb.jpg.ffbbb0bd221f337e3de4ec493fd86316.jpg

Upper mid expanded:20170319222459_2.thumb.jpg.55e0c923257a06740b250f4100d8471c.jpg

Back of A:20170319222545_2.thumb.jpg.0680923f67cc4f35ef601ffae118d072.jpg

 

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Well idk if Valve cares about it. There are 3 maps (Dust, Dust2 and Mirage) located in the midle east and 3 maps (italy, inferno and canals) located in Italy. I think most important thing is you do what you like doing in your own unique way.

Its good to see you got rid of the upper part on midle. Because the angle from that upper window to A bombsite was so odd.

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9 hours ago, Mondy00 said:

Hi everyone. Work is continuing on Piranesi, but the recent release of de_canals by Valve is a bit troublesome. I'm considering removing the canal elements of the map and some other theme elements to separate it from de_canals. I think de_canals does a lot of things wrong that I could do better, but I still think some separation might be best in the end. Just wondering what others think.

You're remaking Piranesi. If you're worried about "originality" I think there are probably bigger issues than a canal. :lol:

That's not a criticism though, I love Pira and would dearly like to see a good remake in an operation.

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15 hours ago, Roald said:

I think most important thing is you do what you like doing in your own unique way.

Agreed, although it's difficult to determine what I'll like before the brushes go down. Will probably end up making a separate canal-less graybox and comparing them.

15 hours ago, text_fish said:

You're remaking Piranesi. If you're worried about "originality" I think there are probably bigger issues than a canal. :lol:

That's not a criticism though, I love Pira and would dearly like to see a good remake in an operation.

With it being a remake, I'm hoping to give it as much originality as possible. I had plans to incorporate canals into the skybox and unplayable area, which is why I'm considering tossing them out all together to stay away from de_canals.

 

Thank you both for posting.

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  • 1 month later...

Updated the map today on the workshop. This update I focused on trying to make changes that are as minimal as possible but still make a big impact on the problems inherent in Piranesi's layout.

First up, the CT entrance into B was super unforgiving and too steep. I gave more room for CTs to move in on the bombsite, and also gave them more grenade options for initial smokes and later retakes.

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Below is an example of my efforts to significantly reduce verticality in the map, and bring it more in line with what feels right in CSGO. The ramps are much more shallow from CT and up to mid.

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CT side mid. Here I gave CTs more room, and two peek options. I might add a small cubby in the wall on the right side of the picture below for more positioning options.

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The small grass area is the new second peek option for CTs. They can peek close and low, or farther back and high. Upper mid is a one man spot, and this player deserves a bit more room to work. The closer arch is the new mid to B option, which CTs can also push from B for risk/reward map control. Cover in mid also allows for the old peeks over the walls like old Piranesi, but they are much more predictable as you can only peek from one spot (into A or T side B setup area).

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Below is another example of the reduced verticality. I'm also continuously playing with cover, as A site is proving tricky to balance for all situations.

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T main entrance to A (top right of picture below) is now wider and opened up. Ts are much less restricted in this entrance now, but the actual arch remains small to prevent CTs from getting overwhelmed in A early round.

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Lower mid now serves as an alternative hold spot for CTs, which cannot be traversed by Ts. Ts can contest this spot though from T side, and CTs cannot peek into A without exposing their selves (unless they smoke off the Ts' view). Blocking off one mid route (upper or lower) seems necessary, but this setup allows the old Piranesi areas and angles to persist.

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Below is the Ts' view into this new setup.

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The Mid to B path also provides a drop to lower mid, although its intentionally suboptimal for an A take. The Mid to B connector is mainly intended to provide another smooth option into B with mid control, but this setup maintains an old area from original Piranesi.

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Cover has been reworked in B as well.

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I also opened up the side connector (below picture: bottom) and lowered the window entrance to B (below picture: left side). Both are accessed from upper mid.

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The overview now has a bit more negative space and is significantly more readable. 

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With the release of Canals, I've also decided on a slightly refocused theme. I'm very excited to get detailing started. I think yall will be very pleased with its direction, but I still want to make sure the gameplay is perfect before diving in. Thanks everyone.

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  • 2 weeks later...
  • 2 weeks later...

I like the changes that you've made to the layout. It makes it a lot more playable for 5v5. The A site overlook position with the two windows still feels kinda weir with that unbreakable blocked window.

Edited by NikiOo
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Not sure how that Piranesi leak is going to affect you ,but this seems really good.

I think this will be best Piranesi remake in CS:GO by the looks of it,try to implement as many

custom props/textures in final version to stick out from others ,i really like some gameplay 

features ,bring me back old times please.

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9 hours ago, NikiOo said:

I like the changes that you've made to the layout. It makes it a lot more playable for 5v5. The A site overlook position with the two windows still feels kinda weir with that unbreakable blocked window.

thanks! more changes to come

2 hours ago, RAD said:

Not sure how that Piranesi leak is going to affect you ,but this seems really good.

I think this will be best Piranesi remake in CS:GO by the looks of it,try to implement as many

custom props/textures in final version to stick out from others ,i really like some gameplay 

features ,bring me back old times please.

the leak you speak of isn't much to worry about. that file has been around for years. i've spoken to the original creator too, and it went well!

in my opinion though, remaking piranesi would be a very strange move by the devs considering the other more competitive maps in CS' history that have yet to be remade. just my two cents.

custom textures are important to the remake. i suppose custom props would be too if the right person came along, but they're not essential to the theme i have going, which will be enough to separate it from other maps

thanks!

Edited by Mondy00
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