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- Improved optimization.
- Removed all content from another authors.
- Changed and Improved some textures.
- Added proper Deathmatch spawns.
And some more changes, so please try to use this post so i can do more changes before finish the update!
But no offense, not totally sold on the name
Ultimately, what I am trying to suggest is that you should either change some textures / lights or mess around a bit more with the color_correction point entity.
Aside from that, I love your layout (both strategically and for prop placement) and I really like your style, as it reminds me of a Rainbow Six: Vegas theme. Very nice job on the map, and I hope to see it met with much support!
Im trying to make a great contrast with textures and lighting
Until it looks finished to me, i will not update it, so just wait.
One is that models can't always be trusted when it comes to cover. The car on Inferno's B has been carefully modeled to make sure that the hitboxes for the car don't overstretch to give players false information about players behind cover.
Two is that models slow down computers much more than brushes. You've got some amazing brushwork done, like all the bendy bits of metal and natural ground, but all the buildings feel approximate. I want walls that move in a straight line, not a frame of a building covered by sheets of metal.
Three is that sometimes it makes for unexpected clipping. Bathrooms is just supposed to be a corridor, but you can get snagged a bit of every one of those doorknobs. In Bombsite A there's this interesting situation of the raft up against the site, but you can surf on it forever and keep an awp pointed right at main hall. For the inside building, the drawing board sure looks cool, but it's seriously preventing me (a single player) from entering the building. Think about if 5 people tried to enter the same building at the same time.
Four is that you have to make the map fit to the models, rather than having the models compliment the intentional scaling and positioning of the map.
Models should exist as something to improve the existing geometry or layout of your map. When they become a fundamental part of playing your map, you have to be careful, especially when it comes to oddly shaped models.
You also appear to have more breadth without depth. It appears that you've traded in cover for connectors. I don't think tunnels and second mid are nessisary as areas to cover anything important. Lots of the map is already too open, and by closing more areas, you make battles between players meaningful. Most maps have 2 terrorist entrances (not including middle's entrance) to a bombsite. Middle's entrance should be something both teams have to fight hard for, unless you want to change up how your map utilizes middle. Your map's middle is something Terrorists immediately have control of and is essentially another connector designated to them.
I would also love to have any sort of cover (that isn't just another entrance to a new area) in Canals. In fact, as someone defending the site, I'd love to have the entrances pronounced and stick out a bit, like with a doorway or maybe a model used to mark where enemies will enter from. That would be a much more appropriate application of models.