• [csgo] de_pripyat (beta)
    30 replies, posted
Welcome again :) Long time ago (in August 2014) I posted a beta version of de_pripyat (old post in quote), but shortly after that I decided to completely remake it. And here it is. New version of my CSGO map. Classic demolition map with 2 bombsides. Ready to play on Steam Workshop :) The map is heavily inspired by locations from 'Stalker: Call of Pripyat', which are based on real locations from Pripyat. So fans of CoP can recognize some places. Map: [T]https://zwieracz.files.wordpress.com/2015/01/map.jpg[/T] Some screens: [T]https://zwieracz.files.wordpress.com/2015/01/pripyat7.jpg[/T][T]https://zwieracz.files.wordpress.com/2015/01/pripyat5.jpg[/T] [T]https://zwieracz.files.wordpress.com/2015/01/pripyat8.jpg[/T][T]https://zwieracz.files.wordpress.com/2015/01/pripyat6.jpg[/T] [T]https://zwieracz.files.wordpress.com/2015/01/pripyat4.jpg[/T][T]https://zwieracz.files.wordpress.com/2015/01/pripyat2.jpg[/T] =================================== [B]You can vote and download the map from Workshop:[/B] [QUOTE][B][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=298610418"]DOWNLOAD from Workshop[/URL][/B][/QUOTE] =================================== [QUOTE]Hi all :) I'm making my first real CS:GO map (I made only a small [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=165993910"]fy_tibet[/URL] map before). [B]De_pripyat[/B] will be a full sized [B]defusal bomb[/B] map, set in Pripyat city ([B]Chernoby[/B]l, [B]Stalker[/B], etc). It's in beta stage now. I have basic layout that I need to test. I need [B]feedback[/B]. I tested it by myself with bots but it is not enought ofcourse. It's not singleplayer :/ I play Counter-Strike since it was a HL mod, but I'm still a noob player, so I'm not good with recognising a good layout :( You see, I really don't like de_dust2 for example, but it's one of the most popular map (whyyyyy xD). My layout looks pretty good to me, but who knows? Maybe it's a camp fest? Is it too big, or too small maybe? And what about navigation for someone who didn't make the map? That's my problem now :) Here is a [B]basic layout [/B](paths only): [T]https://dl.dropboxusercontent.com/u/1745437/Screens/csgo/mapa_pripyat_basic.jpg[/T] And here is [B]top-down view[/B] from the actual map: Clean map on the left, and with attack paths for both teams on right: [T]https://dl.dropboxusercontent.com/u/1745437/Screens/csgo/pripiat_map.jpg[/T][T]https://dl.dropboxusercontent.com/u/1745437/Screens/csgo/mapa_opis.jpg[/T] There are 2 bomb sites. One is located in a pool (like that famous Pripyat pool), and the other one will be on construction site (something like Limansk's construction site in Stalker Clear Sky, but smaller :P) I would love if you try the map on your own, with bots (they are pretty stupid) or with real people (what would be the best). Any ideas and suggestions would be cool. Even if you won't try it in game, you can leave your opinion. Keep in mind that visuals are pretty basic, and everything can be changed. Here are some screens from the map: [B]Bombsite A[/B] (Number 8 on the map): [T]https://dl.dropboxusercontent.com/u/1745437/Screens/csgo/csgo%202014-08-10%2016-32-05-308.jpg[/T] [B]Bombsite B[/B] (3): [T]https://dl.dropboxusercontent.com/u/1745437/Screens/csgo/csgo%202014-08-10%2016-28-58-335.jpg[/T] One of the features of the map will be a long corridor (with few rooms around it) connecting both bombsides (6): [T]https://dl.dropboxusercontent.com/u/1745437/Screens/csgo/csgo%202014-08-16%2015-49-34-115.jpg[/T] nearby T spawn (11): [T]https://dl.dropboxusercontent.com/u/1745437/Screens/csgo/2014-08-12_00001.jpg[/T] and CT spawn (2): [T]https://dl.dropboxusercontent.com/u/1745437/Screens/csgo/csgo%202014-08-16%2015-47-14-867.jpg[/T] road to B from TT side (4): [T]https://dl.dropboxusercontent.com/u/1745437/Screens/csgo/csgo%202014-08-16%2015-48-06-304.jpg[/T] I will keep updating this thread, so stay tuned.[/QUOTE]
Looks nice, good job. :) I guess the (X) on your layout are choke points?
[QUOTE=ITGeist;45707905]I guess the (X) on your layout are choke points?[/QUOTE] Yes
Interesting layout and very cool visuals. You have a very good map going.
A bit too clean, should add more decals, dirt and such. And broken glass, water and such.
You should also disable shadows on the majority of the foliage.
[QUOTE=ryankingstone;45711041]A bit too clean, should add more decals, dirt and such. And broken glass, water and such.[/QUOTE] Either pretty much every building texture needs to be a few tones darker for a grimier feeling, or you could apply a dark-ish color correction to achieve the same effect.
Finished playing it with bots and its pretty fun. A few things I noticed was that I felt like there was a lot of time where no action was happening when I felt like there should be. I personally think the spawns are a bit too far away from the bombsites/choke points and it took quite a while to get to the action. I also felt like rotations between the sites took longer than most maps which took a bit away from the action as well, I feel like if you could condense the map a little it'd help a lot. Also I never really felt inclined to go to mid while on the t side (didn't really play that much on ct) because of a few things. One thing is that this route feels a little uninviting and almost looks as if its blocked off imo [url]http://i.gyazo.com/67993f94541911762d7efe793f8555d6.png[/url] and I just feel like the route is a little overly complicated by having to begin by going to a or b and then choosing to go mid half way to either path instead of having a direct path to mid from spawn which would be ideal I think. Maybe make this an entrance to mid that leads from spawn? [url]http://i.gyazo.com/03d373ba7a21638ecd4fb38f0ac54076.png[/url]. Another thing that would maybe make mid more enticing is making it another path to b as well as having the option to go to a (especially since currently mids route is closer to b than a). Also I found a few tiny nitpicky things but I'd figure Id mention them anyways, you can't walk out this door, you have to walk up to it and jump out or crouch out [url]http://i.gyazo.com/ed13c960e7fb031fbf014bebe83e4357.png[/url] and you can't walk up these stairs, you have to jump [url]http://i.gyazo.com/f5e366e2f5a167c898e0868f339a27d4.png[/url] Feel free to disagree with anything above, these are just some things I thought of while playing. I see lots of potential in this map and really enjoy the bombsite game play, the verticality of the construction site and the cool the balcony entrance to the pool from t side for flanking makes for some awesome unique game play. Anyways I hope this post helped and I'm looking forward to seeing more of this map.
The lightning doesn't fit the skybox, are you planning on changing it or you are already set to keep it like that?
[QUOTE=Géza!;45712227]Either pretty much every building texture needs to be a few tones darker for a grimier feeling, or you could apply a dark-ish color correction to achieve the same effect.[/QUOTE] But there are dev textures almost on every building :D [QUOTE=Netheous;45723173]The lightning doesn't fit the skybox, are you planning on changing it or you are already set to keep it like that?[/QUOTE] Skybox and lightning are just randomly copied from other maps. I have to test some variants. [QUOTE=SMasters;45719993]I personally think the spawns are a bit too far away from the bombsites/choke points and it took quite a while to get to the action. [/QUOTE] Yes, I was thinking the same, but I wasn't sure. Your post is great. So many usefull information, thanks :D I have this idea to push entire TT side closer to the middle of the map. Ok, lets go back to work!
New version of the map is here. Check out first post ^ [T]https://zwieracz.files.wordpress.com/2015/01/pripyat7.jpg[/T]
Wow looks awesome!!! Good job! Will give it a run next time I launch CS:GO
[QUOTE=onebit;46885765]Amazing work Bright windows: [t]http://i.imgur.com/zfluW75.jpg[/t][/QUOTE] That's actually intentional, they cast light. [QUOTE=onebit;46885765] This may look better with a top piece: [t]http://i.imgur.com/zExl9LV.jpg[/t][/QUOTE] Agree [QUOTE=onebit;46885765] Nav obstructed for some reason: [t]http://i.imgur.com/Zlage0l.jpg[/t][/QUOTE] To be honest I didn't edit nav meshes. [QUOTE=onebit;46885765] Env_sun doesn't work in csgo: [t]http://i.imgur.com/fvF62eo.jpg[/t] [/QUOTE] That's strange. It works for me. [QUOTE=onebit;46885765] Glitchy decals: [t]http://i.imgur.com/MqUmaui.jpg[/t][/QUOTE] I don't have glitchy decals too. Anyway, nice job man. Many thanks [QUOTE=onebit;46885999]Floaters: [/QUOTE] Wow! That's a little creepy, but thanks :D
Btw, In prop_static options, set ignoresurfacenormals to "yes" on all foliage. It will make them look much much much better.
[QUOTE=onebit;46890797]But the sun doesn't cast from that direction.[/QUOTE] Well maybe the texture is a little too bright. [QUOTE=onebit;46890797]Try moving around, it'll blink.[/QUOTE] You mean it dissapear behind that lantern or what? It's not blinking for me. [QUOTE=Stiffy360;46891028]Btw, In prop_static options, set ignoresurfacenormals to "yes" on all foliage. It will make them look much much much better.[/QUOTE] Oh, that's interesting. Will do.
That is an old source engine bug where the sun gets blocked behind the crosshair. Nothing really can be done about that.
Ah fuck thought this was a port from the gmod map good work none the less.
[QUOTE=Firegod522;46892809]That is an old source engine bug where the sun gets blocked behind the crosshair. Nothing really can be done about that.[/QUOTE] Omg, didn't know about this.
[QUOTE=onebit;46885999]Floaters: Bunch of pics[/QUOTE] How fucking picky can you get
[QUOTE=Zovox;46898024]How fucking picky can you get[/QUOTE] Hey, there's nothing wrong with that amount of images showing either noticeable or extremely tiny flaws. Any bit of constructive analysis that can help improve the map is always good.
The one thing you could improve is perhaps the vision in the B bombsite area since i had a hard time seeing Ts and CTs on there. Either way, the map is p. good.
New version of de_Pripyat is out! What have changed? 1. More lights for everyone! 2. Simplification, "smoothing" the map by removing many dead ends and dark spots. 3. Remowed exploits, all roofs are blocked now ^^ 4. Remade bombsite B. 5. Moving from A to B is faster now. 6. New middle, and new route to the A. 7. Added ladder to the ramp for CT on A. 8. New minimap. 9. Added color correction (desaturated colors) 10. Changed terro player models from Balkan to Phoenix, for better visibility. ==== Well, it's not end yet. I've already found some things to change, again #_# :) Link [url]http://steamcommunity.com/sharedfiles/filedetails/?id=298610418[/url] [T]http://x3.cdn03.imgwykop.pl/c3201142/comment_TYHqu5UJdCo7RHhiL32KYS3ksHmGwMqs.jpg[/T]
Thanks again. But some of your examples are not bugs ^^ For example: [T]http://i.imgur.com/TgCMau6.jpg[/T][T]http://i.imgur.com/tyewgcG.jpg[/T] [T]http://i.imgur.com/THm7G1x.jpg[/T][T]http://i.imgur.com/dh4Ec5P.jpg[/T] Players can jump there, so the bomb can get there too. Also, who would throw the bomb over there anyway? :O [T]http://i.imgur.com/2oMkpAS.jpg[/T] The rest is fine, thanks ^^
[QUOTE]Also, who would throw the bomb over there anyway? :O [/QUOTE] Douchebags.
For those spots where the bomb can fall in I believe you can make a brush entity that is designed to block bombs. I don't know the entity name but just that its on de_dust2 atleast.
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