Re: CS:GO - de_coldwater

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The visuals are great, nice work. But the layout may cause some problems. The B-Spot looks like it's very hard to conquer, maybe it could use a connector from mid. And you've got very narrow paths, blocking each other could become a serious problem. I know this is hard to change now, but maybe you can work on it a little. Besides that, it's a nice close combat map. Good work.

Re: CS:GO - de_coldwater

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Thank you all for the replies, I really appreciate it. To be honest I am not too familiar with Day of Defeat so I am surprised to hear how similar they are, however I suppose it's understandable if both have maps that are based off of Germany.
Anduriel wrote:The visuals are great, nice work. But the layout may cause some problems. The B-Spot looks like it's very hard to conquer, maybe it could use a connector from mid. And you've got very narrow paths, blocking each other could become a serious problem. I know this is hard to change now, but maybe you can work on it a little. Besides that, it's a nice close combat map. Good work.
Thank you for the analysis. We are currently addressing some of concerns over the layout that you and other players have provided to us, especially around Bombsite B (the bombsite on the left).

Re: CS:GO - de_coldwater

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Thank you [frank], I fixed both issues in a recent update. The reflection was a problem with the texture that didn't show up until I had built the cubemaps, which unfortunately was the last step so at that point it wasn't worth having to recompile the map again. The low quality textures are overlays, and I was able to fix it by using two instead of stretching one. My game likes to default on lower graphic settings so this never stood out from what for me are typically all low-quality textures, so thank you for pointing that out.

I'm still doing updates so anymore critiques are appreciated. Thanks!

Re: CS:GO - de_coldwater

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I haven't played the map, but the screenshots make it look great.

That curved street looks so sexy. I love seeing curved archi like that in Source because its so damn hard to do in Hammer properly with the damn grid snap and rounding errors. One thing though, the sidewalk on the left-hand side of the street, the 1st three or 4 bend edges of the curb are very noticeable. By cutting a pizza slice to the sidewalk (with the pointy side facing the water) you'd be able to break that single bend edge on the curb into two. This is the best way I can think of upping the detail in those spots.

Besides some of the low-res textures that other people have pointed out, this map looks extremely good and realistic. The buildings look so livable that when the bomb goes off I'd expect couches and furniture to fly out of the buildings.

Very good looking map. Nice work.

Re: CS:GO - de_coldwater

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SM Sith Lord wrote:One thing though, the sidewalk on the left-hand side of the street, the 1st three or 4 bend edges of the curb are very noticeable. By cutting a pizza slice to the sidewalk (with the pointy side facing the water) you'd be able to break that single bend edge on the curb into two.
Thank you for the critique. Unfortunately, the road is made out of displacements (it slopes up and down as well as curves) so I can't divide it into triangles. I tried to morph the displacements to fit in more curbs but the texture warp was too noticeable.

Anyways, these updates are becoming less and less frequent as I run out of things to fix or improve but by all means, I am still taking suggestions so don't hesitate to let me know what you think.