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Author Topic: ge_hokona  (Read 10120 times)

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dreamaurua

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ge_hokona
« on: September 28, 2016, 04:35:32 am »

a mansion located in the mountains, it offers many routes to navigate throughout the map.
ge_hokona is a re-texture / edit of an old CS:GO map I made years ago.
this map is still Under Construction
any ideas, or suggestions are very welcome

Download - ge_honoka_a1
( this is the first alphatest, report any bugs to "matthewwould.contact@gmail.com" )

Features :

-32 deathmatch spawns
-16 red team spawn
-16 blue team spawn

-only weapon spawns, no ammo spawns
(you will find lots of weapons around, and must fill up using these )


-bedrooms / guest houses, bathrooms, a kitchen, master bedroom,
store room, garage, mechanic room, balconies, a dock, and fancy piano room


-a dark ambient environment, complete with sounds to create
a nighttime feel


Screenshots:















Full Photo Album:
http://s44.photobucket.com/user/dreamaurua/slideshow/Hokona
« Last Edit: September 28, 2016, 04:39:48 am by dreamaurua »
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Troy

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Re: ge_hokona
« Reply #1 on: September 28, 2016, 05:36:20 am »

I like the skybox and the overall feeling of the map.
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kraid

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Re: ge_hokona
« Reply #2 on: September 28, 2016, 11:54:17 am »

Just played a match of YOLT on your map.

Most vital thing first: the lack of ammo boxes make certain weapons like mines, genades and other ammo only weapons unusable.

As for the map itself, i don't like the ammount of closed doors that also open very slowly.
I killed more ppl through closed doors with penetrating weapons then in face to face combat.
The overall layout is very confusing, dense and narrow.

Visually it's improvable, but that's expectable for an alpha release.
What's putting me off is the size relation mostly of the architecture.
e.g. the Door size in relation to the room height.
Doors are much to thick too, more like moving walls then doors.

Again, lots of textures are scaled to big.
There's a significant lack of geometry detail starting on door and window frames.

The overall layout is very confusing and there seems no real logic behind the placement of rooms, theme wise.

For example:
Why is the kitchen located next to the big bedroom instead of the ground floor, like in every other villa?
Why is there an area that looks like a library right next to the entrance tunnel and a shower next to the garage?
Why does the garden area look like an industrial dock?
Why there is something that looks like a boat bridge when there's no open water bay?
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Multiplayer_X_

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Re: ge_hokona
« Reply #3 on: December 05, 2016, 11:06:05 pm »

neat little map dewd   :)    I'll add it to my game server   pretty neat environmental  ;)
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Rick Astley

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Re: ge_hokona
« Reply #4 on: December 06, 2016, 01:09:51 pm »

map looks rather interesting
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