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playtested this one - There's a glitch down mid that causes mega low fps when you scope in, you also haven't packed some sort of waterfall soundfile so that spams console ever 3 seconds.

layoutwise I think you have too many paths and mid gives far too much control- Ts can hold mid while taking a site and get more info than you would on any other map.

Art is decent but not amazing - all buildings look very similar which makes player navigation harder and the waterfall looks quite ugly.

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Thanks for the honest review! I agree that the center is a problem, I also agree that at certain points fps sags very much (I don’t know why), I know that the buildings are too similar (but I wanted to fix it by adding a unique background, like a bridge and a waterfall, I’m not sure that navigation is really difficult).

I'm also unhappy with the waterfall
it could be done better, much like Basalt did, I think I will decompile this map and see how the waterfall is made there :) BUT there is a big problem: if you use the $translucent parameter, then the waterfall lights up when the bomb explodes, it looks very bad, so I probably
still have to use the $alphatest parameter

I am not a professional in level design and art, so a lot of things look average. ?‍♂️

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  • 2 weeks later...

After going over this map more thoroughly, I began to really appreciate the work put into it. Still, there is some visual work that definitely may need to be done. I suggest implementing more texture variety, possibly thematic patterns on the walls. It seems as though the beige wood wall texture is used quite often. I would also try to distance this map from the Biome feel to give this map its own distinct taste. I enjoy its current state, but the map truly does feel like Biome rather than its own entity in most areas. One possible solution to this is replacing the metal touches with wood or brick, or just some other distinct material that fits the color scheme. My only other gripe with this map is the waterfall itself.20200222171855_1.jpg.61dc94d5973e10f8d599950a0d34a207.jpg

This looks very nice on a first glance, but some small touches could surely go a long way. The contrast is a bit off, and some darker tones may up the realism. I'm sure changes will come with extra polish, but it is something notable on first glance.

Otherwise, I enjoyed checking out this map. The work here is very impressive, especially for a solo job--and a mapper I have not heard of until this map. Good luck!

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About the similarity of my card to the Biome map.

I am only eighteen years old and I am not a designer or even an artist, my knowledge in color, composition and other areas is equal to zero (or almost zero). The fact that I became one of ten (eleven) finalists is real magic. I still do not understand how this happened, but I am very happy from this fact. This is one of the most beautiful events that has ever happened in my life!

It’s hard for me to come up with a visual image for the map, which is why I have to partially copy it from photo references and from other maps (most of all from the Biome map and a little bit from the Inferno map). I myself am saddened by this fact, but otherwise I just won’t be able to make the map visually attractive.

The new version of the map will be even more similar to Biome :|
Since the approaches to the plant B (botanical garden) from CT and T were mostly invented by me, they turned out to be not very beautiful, because of this I decided to change them based on the Biome map. CT spawn is also slightly modified because it was terribly ugly. In my opinion, the new version of the map looks better, but this is not my merit, but the merit of jd40.

Here are some screenshots from the hammer editor








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  • 4 months later...

Hello! Some time after the end of the competition, I wanted to do a remake of the Victoria map. For a while I really did this, but I realized that I was too tired of Victoria and decided to make a new map with a waterfall based on the experience (that's why the new map looks a bit like Victoria). I decided to make a map for Wingman mode. Victoria had big problems with the background and the waterfall, they looked very ugly and boring, so I really wanted to fix it and spent a lot more time on these things than before. It seems to me partly I did it, and in this regard, the map looks much better than Victoria (although it’s still not perfect).

Separately, I would like to say a word about the waterfall. This time, I decided to use the $alphatest parameter for textures, which caused a bug when a model of a waterfall overlays over the effects of a bomb explosion. I did not find ways to fix this, but I tried to partially hide this defect with opaque railings in the bombside area. Well... not as terrible as it could be :)

Here are a couple of screenshots of the map (it is called Darina):

Workshop Link










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