De_Rust [CSGO] Created 11 years ago2013-01-27 23:54:54 UTC by deholise deholise

Created 11 years ago2013-01-27 23:54:54 UTC by deholise deholise

Posted 11 years ago2013-01-27 23:54:54 UTC Post #312339
Hello everyone! I'm doing a map for CSGO with competitive gameplay on mind. I've just released a beta1 for testing purposes and I hope you could give me some feedback. First impression, mechanics/zones you like or not and good constructive criticism.

I have already made some adjustments and I plan to release a beta 2 next month. Those interested can join a group I created on steam (I'll announce when the map is being played on a server - http://steamcommunity.com/groups/rustest) or answer this thread.

Some screens:
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(1920: http://postimage.org/image/3rlpkj3rl/full/#codes)
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(1920: http://postimage.org/image/e9tofvh75/full/#codes)
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(1920: http://postimage.org/image/ha5xio34h/)

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DOWNLOAD: http://www.csgmaps.com/details.php?file=967
Mirror: http://gamebanana.com/csgo/maps/171911

Hope you like it!

P.S There is no loading screen, 3dskybox, soundscape and some areas are less detailed than they'll be in the future. This release intends to test gameplay and difficulty spotting enemies due to dark areas.
Posted 11 years ago2013-01-29 00:38:17 UTC Post #312349
Some upcoming improvements gameplay wise for beta2:

1. First space issue. Some people think there are many narrow paths (like inferno), so I've made few adjustments to make it wider:

Before: http://postimage.org/image/62d21xywd/
After: http://postimage.org/image/ilty1320d/ (notice door, it is huge and I eliminated the wall)

Inside:
Before: http://postimage.org/image/5wznhevvx/
After: http://postimage.org/image/5lrufib59/ (notice small door closed the narrow corridor and big door added, wall eliminated)

Trapdoor room:
Before: http://postimage.org/image/szv8dp3ot/
After: http://postimage.org/image/jkojrz0fh/ (no props, diagonal wall, one route closed with fence)

2. The second big issue is the use of the grate as a covering postition, looking the door T come from. The hole in B now has a second layer of metal plates. That enables T/CT to put molotov/smoke there to plant/prevent planting. Also it impedes to use the hole as a cover position from upside level as mentioned:

http://postimage.org/image/vropfiapv/
http://postimage.org/image/w9og93poj/
http://postimage.org/image/nfxjs02pv/

3. A path in B has been eliminated (broken wooden window) as you may have noticed in section 1 screenshots. That incentives the use of skylight room, gives more predictability to CT support from bridge and security to T coming from trap door.

I'm open to changes previous to release, so you are free to give your opinion and I'll take it into account.

Also, I've made a Steam Group for testing/feedback purposes: http://steamcommunity.com/groups/rustest I'll post changes there, announce when it is being played and try to organize playtest of beta2. I hope you are interested!

EDIT: Walkthrough@youtube made by GeRy@hltv: http://www.youtube.com/watch?v=nlZn1LjC5Eg
Posted 11 years ago2013-01-29 01:23:16 UTC Post #312364
Looking good in terms of your priorities. CS is always about gameplay over graphics. Sadly I can't help you test it due to not having CSGO installed, atm.
Moaby MoabyMk. III
Posted 11 years ago2013-04-16 10:33:02 UTC Post #313326
Beta2 released:
http://csgo.gamebanana.com/maps/173647
http://steamcommunity.com/sharedfiles/filedetails/?id=139343158

I've removed the CT spawn's below entrance. Graphically you may spot few improvements regarding lighting, details on textures and roughness on rocks. For more info about those changes visit http://steamcommunity.com/groups/rustest, also you may give me feedback about it!

Some screens:
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Posted 11 years ago2013-04-16 11:30:40 UTC Post #313327
You certainly know how to do your lighting. Your map looks gorgeous.
Striker StrikerI forgot to check the oil pressure
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