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The colors and lighting are really well done, very beautiful! 👍

The map is not without its issues, though. Just look at these:

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Also: these stairs are not clipped.

Anyway, besides these issues, this map is a pretty solid entry. I haven't played the layout yet, but the visuals are expertly done in many areas. Good luck!

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Why you have to do me like that guys 😂. Most defeating feeling is waiting for the compile and the moderation approval to finish as you're powerless to change anything until it's over. This was an inevitability with the crunch the map required. The map has been updated now and all the major bugs fixed. It still won't let me load it through the workshop saying it's failing to find a dedicated server, must be a caching issue because I think it happened before and the BSP works fine for me, so should work fine soon enough.

Just in case the workshop keeps acting up (works fine now), here's the same BSP as on the workshop right now: de_mocha.bsp

Edited by Bevster

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Wow, i really love this map and see the potential. I tried the different timings on it and felt that it was ok. I just wonder about where ct and t meet outside b-site, are the terrorist able to cross to the truck before ct sees them?

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Minor update to improve gameplay, visual updates coming soon. Unfortunately some pavement tile props bugged out due to bad light settings and there is an issue with a soundscape not changing when going from Apartaments into A on T side of the map. I am aware of these slight bugs, they shouldn't hinder gameplay.

Gameplay changes:

- Collision and clipping fix.

- Added spawns to total 32 for casual mode and fix the problem of reconnecting players being spawned outside the map. Also added Deathmatch spawns.

- T spawn moved to increase T timings, allowing CTs more time to set up.

- Added cover in Middle and increased the length of enclosed archway to give CTs advantage.

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Hey man I played your map today and layout seems alot better then I first thought looking at the overview. I dont want to draw conclusions yet based on just one match. One thing reaoly silly was when we rushed B as a T we got shot from behind by CTs pushing midle. The timings there seems a litle odd. Also you can kind of check that T mid entrance from T spawn which doesnt feel right. Not sure about A, it seems pretty large with many spots to hide at, but it could also be me being new to the map. Anyhow goodjob so far, keep it up

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Pushing out a slightly late update. Due to personal time constraints I didn't quite manage to bring the level to the absolute final level of detailing I wanted, but there's still some crucial work that's been done. I will likely make another update dirtying up the level also doing some other stuff like reducing the file size in the near future. @tr0nic also worked on some highly needed layout changes, that will hopefully result in a better gameplay experience.

Gameplay changes:

- A site: new entry points for T's, a pathway that branches out into two connections from the bridge construction - one with the site itself and one with the upper CT level highway. This is aimed to address the lack of utilization of construction-side A site and hardness of access to the highway on the upper A site. Cover within the site has also been cleaned up to reduce gameplay over-complexity and visual clutter.

- B site: new entry point for CT's - upper B is now accessed through an archway on the side of the main entry. This aims to separate the site into two distinct sections, to make gameplay less chaotic, retakes and holds easier to execute, as the site felt too hectic. Cover has also been moved around to adhere to the changes.

- Optimization improvements.

- Adjusted some cover elements around critical areas, moved CT spawn further back to increase Mid timings even more.

Visual changes:

- Added a 3D skybox.

- Added some ground-level mesh detailing to pavement materials (grass, sticking out tiles).

- Added detailsprites to empty grass areas.

Updated original post with new images and radar.

Spoiler

 

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Additional gameplay changes:

- We improved the flow in apartments as it is a high traffic area and a crucial point of contention.

- Added car in T streets to provide additional cover for Ts against aggressive mid CT pushes.

- Moved truck outside B and clipped it.

- Clipped Bombsite A truck.

- Reduced Bomb blast radius.

Edited by tr0nic

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