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Yes the issues you mentioned are of course on my mind.
Diversity in this map is a challenge and I think a lot can be done in that regard.
Now its: "wood wood and more wood, oh and a dirt." But I have ideas that I want to implement.
Skybox also isn't much fun. Though I can say I rushed to finish on time so my main focus was to finish it at all. ;p
Already the displacement work is really strong (if a bit cubelike but it is still beta so ofc its gonna be like that). The custom models you made like the spine and the skull are really cool and give the map a nice and unique landmark. I see youve cubed out some brushes in the skybox which when finished im sure will look amazing.
A few things to consider for the next update:
- A site is a bit claustrophobic and could maybe do with a route coming from truck (or a hiding spot for more cover options)
-Wood is a main theme in the texture so this might not be applicable, but having soft wall-bangables in the center of A might not be a good idea, (ideally metal cover but that might interfere with the style)
-CT spawn could be pushed back a teeny bit (an extra 0.5 seconds makes all the difference for setup nades!)
- The spine near T spawn being clipped probably should be opened up, it does look like a playable area and with a bit more cover from the scaffolding could make that 'banana' bit more interesting.
-and lastly the map needs signs or some sort of arrows to point to the site. Although its pretty obvious where the site is on the radar, its always nice to have a visual representation ingame too!
Great job overall!
But I'm still working on this map, it will be upgraded visually over time. So who knows ;p
Well I was worried stuff on the ground would make road not walkable.
But since this area is kinda boring making new route accessible is good idea ;p