JackT Posted October 31, 2019 Report Share Posted October 31, 2019 1 hour ago, DMU222 said: Calling it now, the top three is going to be a fight between Anubis, Everest, and whatever thewhaleman is doing. Edit: Forgot about Mutiny, that map is also probably going to be up there. *Gongji cries in the corner* Roald, JimWood, Mildly Anxious and 2 others 1 4 Link to comment Share on other sites More sharing options...
Interfearance Posted October 31, 2019 Report Share Posted October 31, 2019 Lol people are really gassing everest up. The layout looks like absolute spaghetts and we have gotten no updates. Nice work Jd40 and Roald! This is a promising map and benefits from being easy to learn. DutchCrazyGamer and Lefty 2 Link to comment Share on other sites More sharing options...
Byron Posted October 31, 2019 Report Share Posted October 31, 2019 from running around I think the weakest part of the map is mid rn, especially the mid connector to B. Ts with mid to B control essentially have control of CT and thus all of the CT enterances to B. I know simplicity is good, but I think such an important part of the map such as mid needs to be a bit more complex than just a single hallway with 2 routes to either site. I don't know what exactly to change but mid just seems flawed. Ofc this is just from a run around, if playtests are fine then ignore my advice Link to comment Share on other sites More sharing options...
Roald Posted October 31, 2019 Author Report Share Posted October 31, 2019 (edited) 19 hours ago, Byron said: from running around I think the weakest part of the map is mid rn, especially the mid connector to B. Ts with mid to B control essentially have control of CT and thus all of the CT enterances to B. I know simplicity is good, but I think such an important part of the map such as mid needs to be a bit more complex than just a single hallway with 2 routes to either site. I don't know what exactly to change but mid just seems flawed. Ofc this is just from a run around, if playtests are fine then ignore my advice Well... we have playtested this map 15 times. Mid was always too complicated because of.. reasons. The balance have shifted alot, but was at the end CT sided and now with the new timings with T having abit more of a advantage on mid bridge and canal it feels right. Not sure if there is a real mid, guess there is a kind of double mid, or perhaps two routes to each site, with some more dynamic features, but guess calling it mid sounds most logic, atleast thats how we defined it during the playtests. The map is abit different from standard, though its easy to learn and I think it needs time and some teamwork (especially as T) to master it. Mid might looks simple, but it has some dynamic features and especially CTs got quick rotation options to always backup their teammates. I guess you should play a few matches on it to find out and learn and master the map Controlling mid on this map is taking a huge advantage over your opponent for both teams, so its quite important. CT own abit more of control on the map, but this can be shifted easyly, Though with the quick CT rotations it remains risky for T's and grenades are advised. For an example T's splitting to B, but not owning the bridge/canal means CT can rotate from there easyly and getting behind them. T's splitting mid/A is a risk of losing the advantage of 5 vs 2, but when succeeding they get lots of control arround A and can even decide to smoke off A and go B/CT while taking a risk though. So as a T do you decide to split up or go full force trough the main path and remain control from there. I guess I provide a 'simple' layout where the player can try out different playstyles and tactics, I guess thats what you want when creating a CS:GO map. Not sure if this clearifies things up for you or not, guess you should experience it. You might be right, more playtests should be done to know for sure. I guess a map always has room for improvement so.. though this mid is the core of the map and everything is based arround that from the start. Edited November 1, 2019 by Roald Lefty, DutchCrazyGamer, DazRave and 1 other 4 Link to comment Share on other sites More sharing options...
Oliver Posted November 28, 2019 Report Share Posted November 28, 2019 Map looks dope, good luck to you all Roald, untor and jd40 2 1 Link to comment Share on other sites More sharing options...
Soldat Du Christ Posted December 1, 2019 Report Share Posted December 1, 2019 Spoiler Map is looking good! Roald 1 Link to comment Share on other sites More sharing options...
jd40 Posted December 5, 2019 Report Share Posted December 5, 2019 Hey here's some of our progress. The map is coming along nicely and hopefully it will be in a playable state by the deadline A sizable part of the map is still fully greyboxed so we're working to finish that up. We're also thinking of ways to colorize it or add more contrast because right now it's looking a bit flat. We'll probably go with black marble elements with white/gold writing on them. And some more overgrown stuff by the coast. Spoiler blackdog, Lizard, cruptor and 37 others 22 18 Link to comment Share on other sites More sharing options...
Interfearance Posted December 5, 2019 Report Share Posted December 5, 2019 Maybe more lush vegetation in areas can add color? cruptor 1 Link to comment Share on other sites More sharing options...
Minos Posted December 5, 2019 Report Share Posted December 5, 2019 Great stuff, really nice shapes cruptor 1 Link to comment Share on other sites More sharing options...
JorisCeoen Posted December 5, 2019 Report Share Posted December 5, 2019 great stuff! Perhaps some edges of the 'Corinthian' pillars (I know they're not exactly the same, but you get my point) could use a tiny bit more grime, they kinda look too much the same tone of color. But since you already know about that, I don't have more to say! jd40 1 Link to comment Share on other sites More sharing options...
ExtraCheesyPie Posted December 6, 2019 Report Share Posted December 6, 2019 (edited) Looks impressive, but the bleakness is a little odd looking. Maybe a slightly yellow-er color scheme (even in color correction. although ideally in updated textures/models) would help make it look less sickly? Edited December 7, 2019 by ExtraCheesyPie jd40 1 Link to comment Share on other sites More sharing options...
Wintrius Posted January 29, 2020 Report Share Posted January 29, 2020 This map is incomplete until we can see Moses's basket floating down the Nile, as well as Indiana Jone's hat and whip. That50'sGuy and blackdog 1 1 Link to comment Share on other sites More sharing options...
Roald Posted January 30, 2020 Author Report Share Posted January 30, 2020 (edited) Anubis was a long and time-consuming project, but time flew as it was a lot of fun to work on with my teammates @jd40 and @jakuza who did an amazing job! I think we can be proud of what we reached so far and looking forward to where we can bring this project. The below screenshots do not do any justice to the actual beautiful footage ingame, so yeah check out the workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=1774025500 new workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1984883124 Edited January 31, 2020 by Roald Quotingmc, WAve, CuervoSp and 31 others 14 20 Link to comment Share on other sites More sharing options...
JorisCeoen Posted January 30, 2020 Report Share Posted January 30, 2020 Congratulations on winning the contest! Oh, wait... Roald 1 Link to comment Share on other sites More sharing options...
Lizard Posted January 30, 2020 Report Share Posted January 30, 2020 Congratulations on the release! Map looks great, gonna have a look later today. One small thing i have noticed looking at the screenshots is that on the 4th one most of the models don't have "Render in fast reflections" thing enabled. Roald and jd40 2 Link to comment Share on other sites More sharing options...
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