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[CS:GO] San Juan


Radu

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I like the purple room and the fort. They have unique personality. Other areas feel a bit sterile. The buildings don't look like they're lived in. The balconies are empty and the opened windows look like they're boarded up (maybe use a brighter curtain texture). You've furnished the fort with grass where the walls meet the ground and you've done it in some places around the streets, but the 6-th shot in particular looks really bare in that regard. Also, it might be just me, but I wouldn't suggest using graffiti from Valve maps, especially loud ones like the OneUp. It's immediately recognizable. And when people see it, they might start looking for other assets you've borrowed from other maps.

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34 minutes ago, Human Doctor said:

I like the purple room and the fort. They have unique personality. Other areas feel a bit sterile. The buildings don't look like they're lived in. The balconies are empty and the opened windows look like they're boarded up (maybe use a brighter curtain texture). You've furnished the fort with grass where the walls meet the ground and you've done it in some places around the streets, but the 6-th shot in particular looks really bare in that regard. Also, it might be just me, but I wouldn't suggest using graffiti from Valve maps, especially loud ones like the OneUp. It's immediately recognizable. And when people see it, they might start looking for other assets you've borrowed from other maps.

Yep, those are all things I am looking to address in the future updates. 

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My short feedback (i guess you are already aware of these problemitas), pero bueno, here it is.

Here a player can get stuck/cannot pass by the palm and the chairs.

qjdumnN.jpg

I would add more depth to the skybox (the corners are visible), if your intention is to depict an ocean. Also i would change the water material (the border between the map and the skybox it's obvious)

CJyjG6k.jpg

There are two suns on the sky (tatooine like :P ), either delete the sun sprite entity or change the sky material entirely to one without a sun that can allow you more freedom of light angle choice.

k3ezr0H.jpg

 

Edited by Serialmapper
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Love the setting, areas are unique from one another whilst having a consistent theme. My minor gripe with the gameplay is the clipped half wall, especially at what I would call Long A. I think it's almost a missed gameplay opportunity not to be able to walk on top of it with the risk of falling to your death. On top of that, it just doesn't read well to have a wall that looks climbable, not to be. Otherwise, looks great, angles obviously well thought out and play tested :)

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Thanks for the feedback! Yeah, I actually planned to have that climbable, as well as T spawn, but didn't want to deal with making the bomb teleport back if a player jumps with it to their death or just throws it. It's probably a simple setup, something to look into for a future update.

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On 2/2/2022 at 5:58 AM, -HP- said:

The map looks amazing dude, makes me want to play CS again. Also, those stats are awesome, ~45/~55 win rate are also my favorite maps in any pvp game. 

Thanks! Some of the Overwatch maps like Havana and Dorado were a main source of inspiration while working on this. And of course, TK's video on the power of simplicity.

 

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