jd40 Posted February 26, 2016 Report Share Posted February 26, 2016 (edited) Theme is an abandoned mining town. Workshop Edited May 15, 2018 by jd40 Plat and Radu 2 Quote Link to comment Share on other sites More sharing options...
Quotingmc Posted February 26, 2016 Report Share Posted February 26, 2016 Any screenshots? Quote Link to comment Share on other sites More sharing options...
jd40 Posted February 26, 2016 Author Report Share Posted February 26, 2016 Any screenshots?Updated OP Quotingmc 1 Quote Link to comment Share on other sites More sharing options...
jd40 Posted March 11, 2016 Author Report Share Posted March 11, 2016 Hi everyone. Sorry I couldn't make it to the last playtest. I've gone through the demo a couple times and hopefully fixed some of the jarring problems the map had.Here's both layouts for comparisonSummary of changes:Moved A towards mid and T considerably.Added another retake entry to BShortened mid considerably, rifles are totally viable for holding mid now.Shortened most sightlines.Added some cover on BI know you guys don't like greyboxes on playtests, should I detail a bit before going for another one? lynx 1 Quote Link to comment Share on other sites More sharing options...
Vaya Posted March 11, 2016 Report Share Posted March 11, 2016 I don't think anyone minds greyboxes. It's mainly what we test. Looks like you've snaked a lot of routes, is this to fix sightlines? Quote Link to comment Share on other sites More sharing options...
jd40 Posted March 11, 2016 Author Report Share Posted March 11, 2016 I don't think anyone minds greyboxes. It's mainly what we test. Looks like you've snaked a lot of routes, is this to fix sightlines?Some of them yes, the one in "top mid" is just a staircase. Quote Link to comment Share on other sites More sharing options...
jd40 Posted May 31, 2016 Author Report Share Posted May 31, 2016 So I've decided to redo B entirely. Any thoughts on the new B ? I changed up A a lot too. I removed the heaven entry and simplified A long. This is probably the only non standard thing left: gamez7 and rosk 2 Quote Link to comment Share on other sites More sharing options...
gamez7 Posted June 2, 2016 Report Share Posted June 2, 2016 Is there a workshop link for the map? I would like to check it out in-game. Quote Link to comment Share on other sites More sharing options...
jd40 Posted June 2, 2016 Author Report Share Posted June 2, 2016 (edited) There is but it's a few months old. http://steamcommunity.com/sharedfiles/filedetails/?id=632996405 edit: updated now but haven't changed the radar. I'll make a few more tweaks before going for a playtest. Edited August 15, 2016 by jd40 Quote Link to comment Share on other sites More sharing options...
jd40 Posted June 14, 2016 Author Report Share Posted June 14, 2016 Alright here's the new layout. New, as mentioned in above posts: B completely redone A long entry simplified tweaks all over... I think maybe there's not enough mid control for CTs, maybe I'll add some kind of window. I'll see after the playtest. Quote Link to comment Share on other sites More sharing options...
Logic Posted June 20, 2016 Report Share Posted June 20, 2016 Some thoughts from yesterdays playtest: Potential issues: Don't let CT's peek over the board, only in the opening. I understand why the clipping on the tractor is there, but personally I hate forced clipping. The entrance to B is very narrow and uninteresting. Also forcing T's to drop down a bit when they push puts them at a major disadvantage. Make some extra room for the spawn so it's not as cramped. Not too fond of this angle since CT's can stand really far back and see the catwalk from there. Mid is hard to control for T's since both entrances from the CT side allows them to flank easily. This is a hard one for me to explain though. Tell me if you need further explanations. The good stuff: Personally I like the A-setup! T's are at a disadvantage if they only push at 8 since CT's have the high ground. The CT peek is risky though since T's can easily take control of 7, and they now have 2 entrances to the site (through 7 & 9) and control over the courtyard (8). I think this is interesting and I wouldn't actually change much in this area Utopia, jd40 and Shibou 3 Quote Link to comment Share on other sites More sharing options...
jd40 Posted June 22, 2016 Author Report Share Posted June 22, 2016 Wow thanks, that's some feedback. I've actually fixed some of the problems you listed straight after the playtest including b entry and (5) sightline. Interestingly I also extended CT spawn exactly like you posted. Moved T spawn back too, to widen the timings a bit. I was about to dig into mid and make it more traditional but I think I'll keep it like this for now. Maybe I'll add some kind of overpass toilets thing to make the area more interesting. Logic 1 Quote Link to comment Share on other sites More sharing options...
jd40 Posted August 30, 2016 Author Report Share Posted August 30, 2016 Been mapping a bit lately. Don't have any pretty compile pics because I haven't decided on time of day yet, might go for night. Here's some wip: Some scenery outside B site Mid: And here's a crazy new idea for B There's a ladder going down into a mineshaft which comes out into a ramp leading to B site. The ramp is quite deep and the headpeeks might be a bit much tho. Squad, 'RZL, Pivac and 8 others 11 Quote Link to comment Share on other sites More sharing options...
Radu Posted August 31, 2016 Report Share Posted August 31, 2016 I like the displacement work. I recommend you go for mid day and clear blue sky. jd40 1 Quote Link to comment Share on other sites More sharing options...
'RZL Posted August 31, 2016 Report Share Posted August 31, 2016 3 hours ago, Radu said: I like the displacement work. I recommend you go for mid day and clear blue sky. You could say, you'd want it to be... high noon. Vaya, Radu, El_Exodus and 11 others 14 Quote Link to comment Share on other sites More sharing options...
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