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[WIP] de_biome


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Just got done with the first art pass. There's some work left but the map should be in a presentable state for the deadline. Maybe I'll try to squeeze in that last minute playtest on sunday or tu

Another update this week! New 3D skybox Signposting New foliage (desaturated is new) I replaced the old textures with a new hr one. Still needs some tweaking, maybe

Update! Thanks to all the feedback I've received I determined that bombsite A needed a few changes. There are now spots where you can comfortably hold the site without having to worry about getti

15 minutes ago, jd40 said:

This is my entry for the contest. Whether I'll be able to finish this in time or not remains to be seen.

Theme: Greenhouse with lush jungle (A), caves/tunnels (B). The exterior could either be a desert or snowy countryside.

But first thing's first, gotta get this layout working.

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Playtest coming soon.

Thats some beautiful brushwork you got there. Now lets hope it plays well! :D

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Just looking at the gif showing the changes I can instantly see a potential problem.You have removed the connector on T side that links both paths to the sites and as a result the rotate times for T are extremely long. Adding the connector back in would add a risk/reward idea because you have a quick rotate between each site at the cost of passing through mid which could be hard if you do not have mid control, or you could take the longer safer route through T spawn area.

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46 minutes ago, King Skizzy said:

Just looking at the gif showing the changes I can instantly see a potential problem.You have removed the connector on T side that links both paths to the sites and as a result the rotate times for T are extremely long. Adding the connector back in would add a risk/reward idea because you have a quick rotate between each site at the cost of passing through mid which could be hard if you do not have mid control, or you could take the longer safer route through T spawn area.

The one with connector is the new one :)

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Update:

New layout:

Once again A site got most of the attention as it seems to be the most problematic one on playtests.

  • Abandoned the idea of having CT spawn on A
  • Bombsite A increased in size with more cover
  • A long and short have been linked with a connector
  • A long T entry into the bombsite is now a dropdown
  • Terrorists now have default control of "A short open area"
  • Removed verticality on "A short open area"
  • Mid timings have been tightened

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I love the idea this dome is giving life to a big variation of plants in a abondent desert where nothing grows naturally. I am not sure about creating holes and stuff with leafs and etc. coming trough since that fact might interupt the plants to grow in the greenhouse right? Or perhaps it doesn't since the dome is still availble to provide the plants with water and healthy ground, I don't know what you have in mind exactly with the background story?

Anyways... personally I love to see some holes and etc with plants growing out of it. I kinda love old/broken stuff and you can bring some nice variation and dirt to the map instead of this full clean shinny enviorment. It would be cool to have a broken (glass) wall with a stack of sand that has been fallen into the building or something like that. Can be a cool thing for the Terrorists to intrude into the building.  

Edited by Roald
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I think it's OK to mix themes as long as it makes sense. In this case, a scientific facility designed to grow plants would totally be able to look different than the environment around it. This counts for the clean parts as well, you can have labs, rec rooms, utility rooms, etc. Just be careful that it doesn't become a mess, and that there are sensible transitions between the different themes. 

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