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CS:GO Map tester needed

A Forum Thread for Counter-Strike: Global Offensive

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de_industrial (name TBD)

My map: [http://gamebanana.com/csgo/maps/167069](http://gamebanana.com/csgo/maps/167069 "http://gamebanana.com/csgo/maps/167069") Thread on steampowered.com [http://forums.steampowered.com/forums/showthread.php?s=1cef7844abd6510bd7a4f217aba4b862&t=2788226](http://forums.steampowered.com/forums/showthread.php?s=1cef7844abd6510bd7a4f217aba4b862&t=2788226 "http://forums.steampowered.com/forums/showthread.php?s=1cef7844abd6510bd7a4f217aba4b862&t=2788226") I need your help! Here is my map in beta phase, I want someone gives me feedback on gameplay, visual and bugs found. I want to improve my map. I myself can only test it with bots, I really want to know how real human play the map.

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  • Logan Dougall avatar
    Logan Dougall username pic Joined 13y ago
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    Logan Dougall avatar
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    You may want to consider a more unique map name. I've personally helped out 4 people with different maps, all called "de_industrial". While I don't own CS:GO, I can tell you that your texturing needs some work. For example, add a proper inner edging to your windows rather than have the entire brush textured with metal siding. A frame to go with would not be amiss either.
    Structural Designer / Dad :)
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  • rookiehy2 avatar
    rookiehy2 Joined 8y ago
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    thanks for the feedback! Improvement will be made in b2 version (also the name will be changed)
    :D
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    Pingypoker username pic Joined 8y ago
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    I'm not sure whether or not the second one is a glitch or not, but I'd just like to show you it. The first and third are definitely unwanted though. Those were all that I could find. could this be exemplary? \:D/
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    Had a quick look through and here were the things I found. You can get stuck between the container, the van and the invisible walls (1). From there and through the fence as well you can see a gap between the grass and tarmac (2). There are some air conditioners in odd places. These ones are facing straight into a wall, which I have a feeling would significantly reduce their ability to cycle air (3). These ones are on a warehouse with no front. Some how I don't think they would be needed on a warehouse (3.b). Theres a few more buildings like that but you get the idea. You can get out of the map by jumping onto some boxes then onto a wall (4). There are some texture issues. As well what logan mentioned about the doors, on this roof the textures are horizontal when the roof isn't (5). Here the two textures contradict each other of whether it should be vertical or horizontal (5.b). And finally on the side of this building the textures aren't lined up (5.c). Lastly this building seems to be built on a solid block of concrete? I'm not sure what's going on there, it doesn't make sense that they would make a huge block of concrete to then build a small building ontop of it (6). I only had a quick look around so I hope this helped. EDIT: I see Pingy got a few of them before me, I guess that's what I deserve for not refreshing the page for about an hour :P
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    Thanks a lot!!! I love you guys you helped me a lot! I am fixing the bugs now. THANKS!
    :D
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    I'm not adding much to what was already said, but i would suggest you cover the road marks (with some litter for example) in the warehouse with the forklift, maybe adding some frames to some of the prop doors (as they are obviously glue to the walls) and add more detail to the cyan warehouse (the floor seems too bland...). I have just one question, are the shadows supposed to have 2 tones of shades? My game shows them having a central purple shadow with a thick normal black outline.
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    > **Posted by I-Iybr1d** > I'm not adding much to what was already said, but i would suggest you cover the road marks (with some litter for example) in the warehouse with the forklift, maybe adding some frames to some of the prop doors (as they are obviously glue to the walls) and add more detail to the cyan warehouse (the floor seems too bland...). > > I have just one question, are the shadows supposed to have 2 tones of shades? My game shows them having a central purple shadow with a thick normal black outline. Thanks for the comment, I am improving the details now, also the lighting is more natural now. I think the map is almost stable for play, after improving all those detail things I may release a rc version next time :D
    :D
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    For your De_Firce map, does it only have one bombsite? if so then it'll be more of a deathmatch than a de... At least that's what i think.
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    > **Posted by SpaceBunneh** > For your De_Firce map, does it only have one bombsite? if so then it'll be more of a deathmatch than a de... At least that's what i think. Yes yes I understand, it provide a gameplay like a fy_ map more than a classical de_ map. I designed this map mainly for gun game/demolition mode. Actually I have the idea from the official maps in Demolition mode. For example, de_lake there is only one bombsite. This provide a fast-paced gameplay to the map, as the Terrorists can plant the bomb once they get in the center of the map, so that the remaining CTs must rush to the bombsite, making them unable to hide.
    :D
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    > **Posted by rookiehy2** > > **Posted by SpaceBunneh** > > > For your De_Firce map, does it only have one bombsite? if so then it'll be more of a deathmatch than a de... At least that's what i think. > > Yes yes I understand, it provide a gameplay like a fy_ map more than a classical de_ map. > > I designed this map mainly for gun game/demolition mode. Actually I have the idea from the official maps in Demolition mode. For example, de_lake there is only one bombsite. This provide a fast-paced gameplay to the map, as the Terrorists can plant the bomb once they get in the center of the map, so that the remaining CTs must rush to the bombsite, making them unable to hide. Eh im more of a two bombsite kinda guy.
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