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Posted

This time I attempted to fix the biggest issue on B site - availability on retakes. Whole upper part is removed and added an alternate way which has better sight of site. Also, there are some changes on A site and mid to make it feel a bit more comfortable.

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  • 2 weeks later...
Posted

One more update! This time a minor one. Biggest update is closed view sight from B entrance to A apps, which was ridiculously huge. Also minor angle fixes and added new window to the bar since I really need this window for future visuals, but it might be closed later.

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  • 3 weeks later...
  • 2 weeks later...
  • 3 weeks later...
  • 3 weeks later...
Posted

The color choice for your light environment is too warm to work well for this sort of setting. I think if you tone down the temperature and move it a little out of the red range then you'll start seeing the finer details of your buildings facade work really pop out.

 

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Posted (edited)

Pushed small updates after some playtests and before going to faceit hubs on friday.

 

In summary, here's what was done for the past month:

-Closed furthest arch at A long

-Slightly improved risky jump at A site

-Changed walls at B for utilities

-Slightly boosted lighting on B site

-Slightly changed geometry of hay on B site

-Rotated light_environment by 180deg

-Testing custom materials at T spawn

-Updated and tweaked postprocess to decrease noise

-Added deathmatch mode

-Minor changes here and there

 

New radar (thx to JimWood and Angel for letting test one of the new RadGen version)

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Bunch of screenshots from current version:

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Edited by Orel
  • 4 weeks later...
  • 1 month later...

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