Daidalos Posted May 27, 2017 Report Posted May 27, 2017 de_gallery is a defuse map set in a fancy art gallery. I currently only have a concept in mind. I'm gonna keep you up to date with any changes! Quote
Daidalos Posted May 30, 2017 Author Report Posted May 30, 2017 Today I fininished the layout: Feel free to provide any feedback. I will post a link to the workshop page soon! Quote
Ridders Posted May 30, 2017 Report Posted May 30, 2017 Looks like the rotate from A to B is really short, and the right route to A seems really open. Quote
Daidalos Posted May 30, 2017 Author Report Posted May 30, 2017 8 minutes ago, Ridders said: Looks like the rotate from A to B is really short, and the right route to A seems really open. Good point, I wanted to let the CTs gamble: Either they push out of the site, gain map control and a big advantage or they can stay back and wait for rotates. Quote
laminutederire Posted May 31, 2017 Report Posted May 31, 2017 16 hours ago, Daidalos said: Good point, I wanted to let the CTs gamble: Either they push out of the site, gain map control and a big advantage or they can stay back and wait for rotates. If they gamble, you need to have a good risk/reward ratio. What do you balance to make it risky for that reward? Or alternatively how do you reduce the reward for little risk? Quote
Daidalos Posted June 1, 2017 Author Report Posted June 1, 2017 On 31.5.2017 at 0:51 PM, laminutederire said: If they gamble, you need to have a good risk/reward ratio. What do you balance to make it risky for that reward? Or alternatively how do you reduce the reward for little risk? Do you have any good tips to do this, because I already tried to make it hard for CTs to push, by e.g. adding a passive boost spot in front of B Long. Quote
laminutederire Posted June 1, 2017 Report Posted June 1, 2017 1 hour ago, Daidalos said: Do you have any good tips to do this, because I already tried to make it hard for CTs to push, by e.g. adding a passive boost spot in front of B Long. Personnally I'd do the opposite: trying to make staying comfortably at sites less rewarding or more risky. The idea being that if you want to play it safe then you have to take a risk on not being able to retake the other site. But that's maybe because I have a more aggressive playstyle. Quote
Daidalos Posted June 4, 2017 Author Report Posted June 4, 2017 Today I updated the Layout: I removed the connector between CT and B Long, moved CT spawns back and T spawns forward, added a connector between A Main and B outside and changed the connector between A and B to make it an unpassable window. Gonna be uploading the map to the workshop soon! Quote
Daidalos Posted June 4, 2017 Author Report Posted June 4, 2017 I just uploaded the map to the Steam Workshop! http://steamcommunity.com/sharedfiles/filedetails/?id=939489084 Quote
Daidalos Posted June 10, 2017 Author Report Posted June 10, 2017 I started detailing the map: Please tell me how you like the design, I created the paintings and statues by myself. The map takes place inside a fancy art gallery in Frankfurt. The gallery currently hosts a temporal exhibition about the imaginary modern cunstructivism artist August Stirner. Quote
Daidalos Posted June 10, 2017 Author Report Posted June 10, 2017 Btw, I used Textures from TopHATTwaffle: http://www.tophattwaffle.com/downloads/realworldtextures-2-textures/ Quote
MadsenFK Posted June 10, 2017 Report Posted June 10, 2017 I think you should scale down that wooden floor texture. Quote
Daidalos Posted June 10, 2017 Author Report Posted June 10, 2017 5 minutes ago, madsenfk said: I think you should scale down that wooden floor texture. Good point, looks better! Quote
Daidalos Posted June 11, 2017 Author Report Posted June 11, 2017 Some new screenshots! PLease comment below what you think! Quote
Daidalos Posted September 6, 2017 Author Report Posted September 6, 2017 19 hours ago, S1lv3r 4 lyf said: I took a look at the version on the workshop; I see you are already detailing, so maybe what is on the workshop is a little out of date. Interesting layout. It seems to me that smokes and other grenades won't be as much use on this map with the wide corridors and indoor setting (unless that's changed). The only things I dislike about the layout is that I would like another A to B rotate somewhere, because it seems too restricting just to use the thin one through CT (like in the back of A), and that A has quite a few entrances & hiding spots (more than I would have made). You may have changed the layout significantly since you last updated the workshop, so this comment might be pointless. Hope this helps, and good luck. First of all, Thanks a lot for your feedback I am nearly done with detailing and will upload a newer version soon. Because I also realized that ct rotating might be too restricted, I added a second door (between the lower stairs and B outside) That can be both used by Ts and rushing CTs. The amount of hiding spots was intended and is balanced imo, because you can destroy some of the pillars and demolish the hiding spot by doing so. When I have updated the workshop, I will post it here so you can have another look at it. qeawré.XMScASgéAZFSJ 1 Quote
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