It is currently Tue Apr 23, 2024 6:38 am
mookie wrote:(2) The glass texture in the offices looks bad; I assume it's a stock texture from CSGO, since the glass in CSGO is terrible and very difficult to see through. I haven't really looked through what textures are available in CSGO, but if there isn't a good glass textures it's probably worth adding a custom texture.
mookie wrote:(4) In the offices, the wall away from the windows and the ceiling blend together (very similar lighting) which weakens the room. You might get a sharper corner here by reducing the point lights in the room in favor of more directional light_spot and light_environment. Also, it seems like some of the minor wall pieces (wall segments to the sides of the glass and above the windows) in these rooms are tied to entities. You will probably get better lighting here by moving them back to world.
mookie wrote:Overall looking good, especially the floors, art, and odd rectangular tables with round edges.
Dr. Delta wrote:Too bright. Balanced, fun to play.
shadowmancer471 wrote:1) The gaps between the pillars and the servers (at A) need adjusting, I remember one guy died trying to fit through it in a panic. Widening it or adding more of a blocking wall (e.g. at waist height) would readily identify this gap as too thin to fit (whereas at the moment it's iffy)
shadowmancer471 wrote:2) The ridge on site B makes a great camping spot covering the side doors. Not sure if intentional
shadowmancer471 wrote:3) Not sure if it was me, but B seemed to be far easier and safer to go for than A. Not only was it a shorter and less convoluted distance, it was also a lot simpler and enclosed away from the main atrium.
Most of the bomb plants were at B
Either that or it was just me and everyone else went through the atrium like bosses
shadowmancer471 wrote:4) The glass texture going to the outside area (CT spawn) looks out of place compared to the clean frosted glass on the interiors.
shadowmancer471 wrote:Otherwise plays pretty well. Fights in the atrium and at B site are especially memorable
Dr. Delta wrote:Glass at CT spawn doesn't break. :c
acid wrote:This is one of the most refined layouts I've played in in seven years! Only played for 10 minutes though, so I can't provide criticism or ideas. Well, the bloom in the orange/white rooms right of T spawn is blinding.
acid wrote:Thanks for investing your time into this, wahaha
acid wrote:Edit: In a quick run-through I noticed the bullet-proof glass in the server rooms can't be distinguished from the breakable glass. That's weirdly inconsistent, using different textures might be a good idea.
vcool wrote:Most balanced iteration of the map so far. Bloom is kind of nasty though.
vcool wrote:There still needs to be something to prevent hp loss from jumping off the second floor as CT.
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