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grapen

de_scepter

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A bit late but congratz on the release! Just ran around the map and it feels great to navigate through and I also like the cosmetics especially the indoor ceilings :-D
btw why did you decide to remove the green roofing? I remember the castle had this in earlier builds right?. I thought it looked kinda cool :nag:

25z00s5.jpg

Oh and sucks to hear about those downvotes. Maybe someone could write a bot script that spams MapCore maps to the top? :v fight fire with fire

Edited by catfood

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20 minutes ago, catfood said:

A bit late but congratz on the release! Just ran around the map and it feels great to navigate through and I also like the cosmetics especially the indoor ceilings :-D
btw why did you decide to remove the green roofing? I remember the castle had this in earlier builds right?. I thought it looked kinda cool :nag:

25z00s5.jpg

Oh and sucks to hear about those downvotes. Maybe someone could write a bot script that spams MapCore maps to the top? :v fight fire with fire

Oh god, that color scheme :D I think at one point I saw a picture of Hohenzollern and was blown away by it. That made me start again from scratch. I think patinated copper looks cool (though that old material is horrible), but it should probably not be used for an entire castle :)

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7 hours ago, grapen said:

Any german to confirm I got text and date format right? :)

3sLdGBP.jpg

Not wrong, but personally i'd write:

Quote

Kronjuwelenausstellung

(Yes, we love overly complex long words)

And add a space in between 26. and April :) (also between 02. and Juli obviously)

Germans, do ya agree?

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On 2017-07-14 at 8:55 AM, grapen said:

1.1 should hit the workshop today:

- Fixed several clipping issues
- Removed pillar in rotator to A from CT Spawn
- Improved interior lighting
- Improved shaders on gold-like materials
- Gameplay adjustments on B
- Fixed overly transparent glass on low shaders in mid
- Fixed stairs leading to nowhere on A
- Display case is now breakable in T Spawn
- Added story elements to CT Spawn, mid and A for further clarification on the map scenario
- Added efflorescence stains to overly dark backgrounds
- Added a modest amount of grime
- Fixed rare bug on window materials
- Slightly shortened some headshot-height walls
- Fixed a powerful self-boost

 

As for the rare bug people were having, I'm pretty sure it's because selfillum can't be used with basealphaenvmapmask.

Update is now live on the workshop with the aforementioned patch notes.

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Looks really cool! I particularly like a lot bombsite B, quite interesting height levels. Too bad there was manipulation in the workshop... but luckily looks like it is getting the attention it deserves. Really good work, keep on!

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14 hours ago, Pancakesandsyrup123 said:

This is amazing work, especially for it to be your first map in cs:go, or actually in any source game ever. I sincerely wish the best of luck to you, hope you win, or atleast get to top5!! :)

Thanks! This map is not eligible to join the contest, instead I'm working on another map (unless that is what you meant) :)

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On 8/19/2017 at 3:20 AM, grapen said:

Thanks! This map is not eligible to join the contest, instead I'm working on another map (unless that is what you meant) :)

This is a really great map, I thought you were entering the contest with this work of art and feared I stood no chance because this thing is beautiful. I still do wish you good luck with whatever you enter the contest though!

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