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Posted (edited)

de_rundown0005.jpgA map i started a week ago which is in early stages of development. The layout has been finished and I've just started to texture and detail surfaces. The theme is a rundown theme park abandoned 15 years ago. Why are the terrorists attacking it? Who cares. De_rundown features a classic cloverstyle map design featuring mid offering a re connection onto A pathway and a new entrance into A, and a new entrance into B. Both A and B sports 4 pieces of cover for whoever is defending the site and 3 entrances for whoever is attacking. Ts take 11-12 seconds to reach both sites and Cts take around 8 - 9. The rotation time for CTs is 13 - 16 seconds depending on the route you take. If this could be play tested and critiqued that would be great.de_rundown0008.jpgde_rundown0007.jpg

 

 

 

de_rundown0006.jpg

workshop upload: http://steamcommunity.com/sharedfiles/filedetails/?id=719225894

de_rundown.bsp

Edited by BazzlingDalls
Updating screenshots and bsp
Posted (edited)

I would look at other stock maps light_environment. lighting is pretty bad here judge by the screenshots

 

do this before you put any more textures down. Get the lighting so you can see stuff first :)

Edited by Vaya
Posted
11 hours ago, Vaya said:

I would look at other stock maps light_environment. lighting is pretty bad here judge by the screenshots

 

do this before you put any more textures down. Get the lighting so you can see stuff first :)

Thanks for the feedback, and i will decrease the pitch from -50 to -70 so that there is much less shadows. Also if you could do more than just look at screenshots, as I'm more focused on game play than lighting or textures.

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