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De_Quarry [WIP]

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Hi everyone,

This is my map Quarry. As you can tell its in a very early state. I have been making changes and updates thanks to the feedback from some other people. I am uncertain about some parts of my map for instance the layout is rather square and could use some more interesting elements to it. The skybox is Dust 2 because I have had to change map files a few times to get the spawns working.

You may be wondering why Terrorists are attacking and destroying a quarry? 

Spoiler

Terrorists worked with a team to steal money from a bank. The people that they work with betrayed the terrorists not giving them money. The money that the team got is then being used to buy a quarry to recycle the money. Therefore the terrorists are showing they are not happy with what the team have done so they are trying to get it back.

Thanks for reading! An early version is currently on the workshop, I have not packed the textures but they do not impact the current version.

I am currently re-naming the map, my first ideas are "Concave" which is another term for quarry.

Overview

Spoiler

pRnwhxS.jpg

wEJYahN.jpg

iMKvPpi.jpg

 

 

Edited by rosk

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Just want to let you know that de_quarry is also an old map that was supposed to be released with CS:CZ, but didn't make it and was released as a custom map afterwards. It might confuse people if you'd go with the same name.

Edited by Squad

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Just now, Squad said:

Just want to let you know that de_quarry is also an old map that was supposed to be released with CS:CZ, but didn't make it and was released as a custom map afterwards. It might confuse people if you'd go with the same name.

I am re-considering the name, I will look at real names of Quarrys soon or other names it can be. Thanks for letting me know!

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39 minutes ago, laminutederire said:

I think you could smooth lighting a bit to have less contrast to make the visibility a bit better

Yeah I have all my settings for compile on fast and no Vis because it took far too long to compile when on the highest.

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Just now, Vorontsov said:

Just name it quarry. Looking nice, I didn't expect this at least. Did Terri make the two vehicles? They look neat-o.

The vehicles where in the latest update, the cement compound I think

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Some changes:

Some custom rock models should be soon, Terri offered to make them :)

An overview of the map, some of the entrances are covered up (Mid to B site)

gpsgsOa.jpg

B bombiste has got some small detail added to it, different buildings into the background:

zc6AMJo.jpg

Some rocks have been added to the perimeter of the map:

dQjSAhR.jpg

A large factory near CT spawn:

tr59bUq.jpg

Edited by rosk

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3 hours ago, guerilla said:

Look quite nice for a very new map. But on CT-Spawn you can jump over the barrier and hide behind the CT-Cars. I think it's because you compile on low settings but there were a few texture bugs with the displacements :

Unbenannt.png

Anyways nice map and good luck !

I belive that one is a custom one, I don't think I packed it properly, Anyways thanks for the feedback! Also I was missing a clip brush from CT spawn, that was a mistake :P

Edited by rosk

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1 hour ago, blackdog said:

Wow there's lot of stuff in there!

I seem to notice you've created some polygonal windows? They look a bit weird, as well the tunnel stands out even in the bird eye shot because is improperly shaped

The tunnel is only a place holder for now. I am going to model a tunnel for a future version. I know that the windows look somewhat weird, this is most likely because I made them from brushes, I will remake these also. Thanks for the feedback!

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Latest screenshots: VIS is off for these ones.

OXtOQqB.jpg

Mid is currently the only bit still in greybox inside the map!

clSaYcm.jpg

Some rooms looked to dark so here is an SDK one:

rXXMlbU.png

Currently I am trying remove all of the off grid brushes from my map, I think that is what is causing the problem, I will post those screenshots as soon as possible! Also I might need some suggestions for detailing because all of it looks way to similar together.

 

 

 

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