de_pontifici_beta03

A Map for Counter-Strike: Global Offensive

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Beta version 03 4y
  • - Added many more details
  • - Added cover to the most important spots
  • - Improved textures
  • - Improved brushwork
  • - Cubemaps added
  • - Water texture changed
  • - Playerclips added to the most important parts (not entirely done yet!)
  • - Lighting slightly tweaked
This is the final version for the Building Bridges contest. Many new tweaks and additions are going to be added to the map such as a custom 3D skybox, custom 2D skybox, shaders to the textures, improved propwork, improved brushwork and also many more overlays. Optimisation is going to be a keywork in the next version, which then I will work towards the first iteration of the final competitive version which feedback will be given at Mapcore.

A Bomb Defusal map set in a medieval city.

de_pontifici is a medieval themed bomb defusal map. It focusses on very easy-to-understand layout with a huge opportunistic middle area of the map by allowing players to get into the water. While the arrivals to bombsites are simple and straight-forward, rotating has become a serious threath in this map that gives advantage to those who use it at its best.

This map is currently being remade completely.

Link to Wall Worm Model Tools: http://dev.wallworm.com/ Link to the map thread for more information: http://www.mapcore.org/topic/18527-de-pontifici-beta-csgo/

Link to the official WW forum thread about de_pontifici: http://www.wallworm.net/index.php/topic,1261.0.html

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  • Ring-A-Ding Rampage avatar
    Ring-A-Ding Rampage username pic Joined 8y ago
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    Ring-A-Ding Rampage
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    4y
    I'd love to give more feedback but my lappy is unable to run CS:GO. But yeah, looks awesome from the screenshots :D.
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    Mantra
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    JorisCeoen username pic Joined 8y ago
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    4y
    > **Posted by Ring-A-Ding Rampage** > > Ah... pontifici. Latin :D > > Magnum opus, Joris. That's entirely the reasoning behind the name :) Thanks a lot!
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    Mantra
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    4y
    Ah... pontifici. Latin :D Magnum opus, Joris.
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    Mantra
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  • Bene bene! Magnifico!
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  • shawnolson avatar
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    4y
    Great job so far Joris. I know it's not finished yet, but it's already far above the average level, so it's a exciting new map for you. I can see you've polished your skills quite a bit the last couple of years. My only request aside from those things I know you already have mentioned or mentioned privately, is to swap out the crates for some other prop. As Will mentioned and as others may debate, the water may be controversial. I agree that it needs some kind of cover; as for those who don't want it because of noise--I'm personally not a fan of making decisions on routes simply because some players might not like it. I personally enjoy variations and/or challenges. That it is dangerous or seldom used doesn't mean it can't offer some interesting moments to gaming scenarios. But we all have our own approach to gaming and our own things that make something fun. FPS seems fair so far. Great progress! I've given it an 8 as a really nice WIP. I'm sure I'll swap it to 10 soon.
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    will2k username pic Joined 9y ago
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    will2k
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    4y
    I applaud your courage to design your second map in 3DS max/Wallworm even for a contest with tight schedule. Obviously, and as you duly mentioned, the map is heavy WIP so I’m not going to review the visuals, glitches or optimization; I shall focus this review on gameplay and layout in the hope of giving you some pointers. I’m glad you took my advice and go for a public playtest with a full human players server; trust me that you’ll get a rigorous feedback when it comes to gameplay and what works and what not. The times were good as CT to bombsites was 10 s while T to bombsites was around 13-14 s; rotation from A to B through the bridge was 15 s. The route between T spawn and A double doors is too wide and open; it definitely needs some cover there as the advancing player from T spawn side is an easy target. I strongly believe that a second access route to B when coming from CT is needed (just like there is a back route from T to B). CT are at a disadvantage at B since T only trail by 3 s to reach it and have an alternate route to reach it; CT are stuck with a single route to leads to a dangerous and open intersection at the bridge end. Bombsite A is a bit tough to take right now because of the single narrow entrance from T side (double door/chokepoint); you might want to consider the idea of adding a stair from A arches hall into water to give an alternate entrance to A. The paths leading to B (from CT and T) are a bit exposed; scattering some signs on the stone railing (metal sign 48x48 units for example - could be town specific or touristic signs) should provide some cover to prevent cross sniping especially from paths to A (opposite side of map). The large body of water in the map is controversial (but you already know that :): on the one hand, it is an essential part of the map visual theme and provides additional ways to move and rotate (the bridge alone for rotation is narrow and risky); on the other hand, water in Source is not very much liked as it makes a lot of noise (easy giveaway of location) and slows down the player a bit. In addition, the water area as it is now is wide open without any substantial cover; you can easily get shot from many angles from across the map. To keep the water or remove it is indeed a tough decision; In a first step, I would say keep the water but definitely add some cover here and there to allow players some safe spots while advancing in the water without having to constantly scan 360° around you for potential snipers. As I mentioned earlier, the playtest will pinpoint the issues that will be problematic for a smooth gameplay but these points here should get you started. Keep up the good work and best of luck.
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    Mantra
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  • > **Posted by FireWavezZ** > > waw very beautifull! > i"m not going to say that i cant wait for the final version, but, i will say it anyway! i cant wait, lol! > i think with some nature props/trees , it will be soo nice! > congrats Joris 10/10 Please wait till the final post to vote. :P You're jumping the gun a bit.
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    4y
    > **Posted by ThePenguinEmporium** >text Hey, thanks a lot! This is very useful feedback. I completely forgot about those bombhiding spots. That's bad indeed and I should consider this for the final version. About the water that 'cuts' the edges, I think it's because of the dev water texture. I'm going to replace it and see if it does it with a different water texture. I also agree that the water should only partially be trespassable. I will make it so the passage near the bridge can be walked over, but that you can't reach the outer ends where there are the sewers and T bridge. I will consider all your bugs and keep the list tracked to make sure all those bugs are gone in the final version.
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    Mantra
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    ThePenguinEmporium Joined 5y ago
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    4y
    **Pros:** - The layout was good but I couldn't test with my family since they had school testing today. - Times to bombsites were consistent within 14 seconds for T and 10 for CT - The map's look (minus the obvious bugs and lack of detail) is good. Nice to look at and easy to see players against. - Cover is not over-saturated and allows for flowing gameplay. Maybe more could be added after extensive playtesting but this is enough for now. **Cons:** - Bombsites may need a bit of reworking to prevent unfair bomb plants. - There are tons of places the bomb can be hidden. - Some crate piles can be climb on top of and may provide unfair advantage. Extensive playtesting would show if so. **Improvements:** - Fix what you've already said is broken. - Fix stated glitches and exploits. **Notes:** - I can't say anything about the water. It might be a good addition to the map in that it provides an extra layer to navigate and fight around, on the other hand too fast of rotates may be possible by CT. Perhaps block off some of the water? - Block water off with deep zones that will kill you if you swim to far. (use signs to designate). **LINK!!!!** Link to imgur album with images.http://imgur.com/a/nArXG
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    4y
    waw very beautifull! i"m not going to say that i cant wait for the final version, but, i will say it anyway! i cant wait, lol! i think with some nature props/trees , it will be soo nice! congrats Joris 10/10
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JorisCeoen avatar
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shawnolson
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Wall Worm Model Tools, Programming & tremendous support.
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JorisCeoen username pic Joined 8y ago
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