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The layout is not really that awesome, but that's not why I'm writing. I don't really know if this counts as "exotic". It's a canadian map....

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In an effort to make A-Site more balanced, I've made a route for T's to get to the second floor on A-Site. I'm excited to see how it plays!

For any fellow optimization enthusiasts, my polycount stardards for custom models on this map are something like this:

Signage: High

General mall props and pillars: Medium

Conduits and ceiling tiles: Low

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Spoiler

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Edited by That50'sGuy

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I've always felt the map was too dark, even with the ambient lighting entities. So I've changed the color correction to finally make it look brighter without adding more light entities.

Also, the A-Site second floor hole has been modified so there is no more overpowered angles! :D

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Edited by That50'sGuy

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So I think I've figured out the biggest weakness in the layout, this area was originally designed to be a chokepoint, but when CT-Spawn got moved back, it just became boring corridors. Then again, right behind this area is B-Site, so I'll try modifying the area to be more fun as well as adjust the timings a bit.

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For those of y'all who have been wondering where I've been, I was on Vacation to the province of British Colombia! But now I'm back in Toronto and ready to continue!

I'll probably try and polish up the layout tomorrow, and make some more models/textures the next day.

Have a wonderful day!

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Oh what a difference 53 years can cause on manmade objects, seems like the mall's flag has seen better days...

This is the final design for the mall's logo and flag, I'll get a nice screenshot of it near B-Site tomorrow. I'm so excited to get back to work on this!

P.S. Yes I'm aware that real life flags would just be a few threads if it were flying since the 60's, but it's still here because of video game logic聽馃ぃ I've legit seen some games with flags in much better condition that have supposedly been flying for centuries! (I'm looking at you Fallout...) So I'm sure this one can slide :)

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Edited by That50'sGuy

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The ceiling tile frames now have 3D ropes supporting them! So now the frames have excellent support! I can't say the same for the tiles though...

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Edited by That50'sGuy

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I've just been spending the day modeling the decorative trim for the escalators. I haven't finished making the rail for the d茅cor, but I'll get it done soon! In the final version there will be 3 layers of wallpaper on the boxes with most of it peeling showing the other layers, but the 1966 version of the prop should do fine for the greybox.

The more I work on this map, the more it's looking like a darn IKEA store...

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Edited by That50'sGuy

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Well, with a lot of help from @Interfearance I have a brand new layout idea to completely replace the old one. So this is just one last look at the old one before I scrap it. (I had deleted some parts so that's why it's missing the A-Site courtroom.

I'll be glad to finally replace this version. As I believe I was too faithful to the reference with this version and as a result, it wasn't really imaginative in any way :(

Also, just curious. Has any other map been set in a dead mall before? Just curious because if it's been done before and got popular, then it probably ain't exotic then聽馃樁

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Edited by That50'sGuy

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