BIG update: de_rails

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BIG update: de_rails

Postby Deh0lise on Mon Apr 21, 2014 11:28 pm

A BIG new update to my map de_rails.

I'm using a blue environment light and a custom skybox to simulate night. Imo it's quite clear and readable, but I may end up increasing ambient light to suit users demands.

DOWNLOAD: http://steamcommunity.com/sharedfiles/f ... =251812530

Hope you like it!

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Radar (WIP):
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Re: BIG update: de_rails

Postby [Steve] on Wed Apr 23, 2014 10:25 am

I'm not usually a big fan of night time Cs maps but this looks like it could be a blast, I'm not entirely sure how readable it is in some areas though, but the atmosphere is great.
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Re: BIG update: de_rails

Postby Deh0lise on Sun Apr 27, 2014 2:42 pm

[Steve] wrote:I'm not usually a big fan of night time Cs maps but this looks like it could be a blast, I'm not entirely sure how readable it is in some areas though, but the atmosphere is great.


Thanks Steve!
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Re: BIG update: de_rails

Postby Racktash on Tue Apr 29, 2014 9:01 am

Looks very nice, I particularly like the lighting and the tiles/planks in the forth screen.
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Re: BIG update: de_rails

Postby Deh0lise on Thu May 01, 2014 4:28 pm

New update!

VISUALS
-Improved A boundaries
-Modified 3d skybox
-Modified few lights
-Decorated middle windows wood plank
-Added a door model instead of a brush
-Added metal arches in B
-Adjusted fog to give more depth to the level
-Added a broken ladder in middle to indicate the path
-Added a concrete handrail on A stairs

GAMEPLAY
-Increased door open speed (easier rushes and fast upper picks)
-Solved snowed crate stuck bug on A
-Added a ramp on A T’s platform to favor smooth picks
-Added orange bombspot signs so newcomers are better oriented
-Raised A skybox to facilitate throwing grenades (no bounce)
-Added a breakable plank of wood on hole A in order to make boosts more noticeable. There is still a hole you can throw nade/smoke without breaking the wood plank.
-Added a plastic on the scaffolding of arches corridor (B) to improve visibility
-Made half of plastic on A not translucent in order to prevent lame camping spot
-Added a forklift on ramp A to reinforce Ts position and disincentive CTs AWPs in ramp

OPTIMIZATION
-some forgotten brushes have been converted to func_details
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Re: BIG update: de_rails

Postby ErikKiller on Thu May 01, 2014 7:14 pm

http://i.imgur.com/p0wE7fu.jpg
The fences cast no shadows and the pipe shadows are fuzzy as ballfuzz.
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Re: BIG update: de_rails

Postby Deh0lise on Fri May 02, 2014 8:26 pm

ErikKiller wrote:http://i.imgur.com/p0wE7fu.jpg
The fences cast no shadows and the pipe shadows are fuzzy as ballfuzz.


Crispy shadows are due to my video settings and the new csgo illumination. I'll check the fences, I probably just copied a fence I had close to a brush (so without shadow).

Thanks for the observation ;)
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Re: BIG update: de_rails

Postby Deh0lise on Fri May 16, 2014 5:32 pm

Good news, De_rails appeared in a recent Vakarm.net article!

You can read it here: http://www.vakarm.net/news/read/Maps-of ... ril/5723/2
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Re: BIG update: de_rails

Postby Deh0lise on Sat Aug 23, 2014 6:19 pm

I've just released an UPDATE

Download: http://steamcommunity.com/sharedfiles/filedetails/?id=251812530

VISUALS
-New Radar
-Changed some textures to improve visibility and aesthetics
-Improved lighting in few spots
-Added beams of light to standing lights. They don't disturb gameplay and add quite a good mood.
-Added a new pillar in A. It makes the bombspot look better and helps CT cover from Ts below.

GAMEPLAY
-Navigation mesh improved. Bots behave better
-Modified bottom route to A. Increased the size of the room (Z axis), textures & vent size (faster movement in/out).
-Modified middle route to B. Breakable wood offers cues to Ts, cloth prevents gives Ts some advantage.
-Added wood planks in the end of the trains in B. This will give some moving options while playing.

P.S There are few more updates not listed.

Feel free to answer this thread, the one in workshop or discuss it @Deh0lise (twitter).

Hope you like it!
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Re: BIG update: de_rails

Postby Deh0lise on Mon Aug 25, 2014 4:50 pm

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A flash UPDATE.

VISUALS
-Improved the skybox (skybox fog + selfilum textured buildings)

GAMEPLAY
-Streched further middle (more bricks close to B door)
-CT spawn windows narrowed (a new wood plank on the other side)
-Moved a crate in bombiste A to help planting the bomb. Now Ts can choose whether they want to plant leaving uncovered upper stairs or connector door.
-Added a semi-translucent cloth on the rails in bombspot A. This will further give sense of protection to Ts while not affecting vulnerability when planting.
-Nav mesh tweaked

A:
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Spawn CT:
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Mid:
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Re: BIG update: de_rails

Postby Stormy on Tue Aug 26, 2014 12:19 pm

Looking good man. I like the use of the plywood planks on the groundin that last shot, they really help make that otherwise plain ground more interesting, and they lead the player. Excellent example of visual level design.
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Re: BIG update: de_rails

Postby Spas12 on Wed Aug 27, 2014 1:24 am

Looks awesome nice work maybe ill give it a play.
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Re: BIG update: de_rails

Postby Deh0lise on Sat Aug 30, 2014 2:17 am

I'm glad you've noticed that Balck_stormy! I tried not to lead players directly to B (secondary route) but middle. I've also placed the upper light in middle so they take into account snipers.
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Re: BIG update: de_rails

Postby Deh0lise on Tue Sep 02, 2014 6:37 pm

I know the last update was recent, but couldn't hold myself...

September update:
Mostly graphics (3D skybox, $detail textures, details@ bombspots & rooms), but also gameplay touches, especially @ bombsite A.

DOWNLOAD: http://steamcommunity.com/sharedfiles/f ... =251812530
FULL CHANGE LOG: http://steamcommunity.com/workshop/file ... 951045830/

Enjoy!

P.D I'm also in twitter @Deh0lise
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Re: BIG update: de_rails

Postby Deh0lise on Sun Sep 07, 2014 6:26 pm

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