MadsenFK Posted June 10, 2016 Report Share Posted June 10, 2016 (edited) *sigh* If you know me, then I tend to start on new projects pretty often. Why? I don't know. But this time, I planned the map out well, gave myself achievements to get while mapping, theme and where this takes place (on a riverside of course) I really feel this one is gonna be a succes, since I haven't felt bored at all when I was making this map (Don't quote me on that one!) It's only been taking me about a 7 days to get this amount of work done. - DOWNLOAD - Edited October 9, 2016 by madsenfk lynx, Shibou, tomm and 9 others 12 Quote Link to comment Share on other sites More sharing options...
Shibou Posted June 11, 2016 Report Share Posted June 11, 2016 Looks nice so far, but what happened to the other map? Quote Link to comment Share on other sites More sharing options...
MadsenFK Posted June 11, 2016 Author Report Share Posted June 11, 2016 3 hours ago, Shibou said: Looks nice so far, but what happened to the other map? I really didn't like the theme that we were going for on that map, and if we were gonna change that up, it would require a lot of work (I'm a bit lazy tbh) Choosing two themes in one map was a bit hard for us to accomplish. And I also didn't really enjoy myself when I was mapping. and thanks! Quote Link to comment Share on other sites More sharing options...
rosk Posted June 12, 2016 Report Share Posted June 12, 2016 I didn't like some features of B so here's what I would change: Vaya 1 Quote Link to comment Share on other sites More sharing options...
Logic Posted June 14, 2016 Report Share Posted June 14, 2016 Since I mainly played mid in the playtest I can only really comment on this area. Mid played poorly in my opinion. As a CT it was difficult to hold, even with a perfect smoke down. Once T's had gotten mid there was no way to retake it, since T's can also use the route from their way onto A. The open drop towards CT spawn further established T's dominance in mid. Kind of a nitpick here, but both ways from mid towards A and B leads to a drop-zone on the site. This isn't really an issue, but feels a bit samey. Keep the work up! Logic out! Quote Link to comment Share on other sites More sharing options...
MadsenFK Posted June 15, 2016 Author Report Share Posted June 15, 2016 On 14/6/2016 at 11:16 AM, Logic said: Since I mainly played mid in the playtest I can only really comment on this area. Mid played poorly in my opinion. As a CT it was difficult to hold, even with a perfect smoke down. Once T's had gotten mid there was no way to retake it, since T's can also use the route from their way onto A. The open drop towards CT spawn further established T's dominance in mid. Kind of a nitpick here, but both ways from mid towards A and B leads to a drop-zone on the site. This isn't really an issue, but feels a bit samey. Keep the work up! Logic out! You're right, it did play pretty poorly. I already have an idea in mind that might work out, so I'll do some work here this weekend. Thanks! On 12/6/2016 at 11:00 PM, rosk said: I didn't like some features of B so here's what I would change: I'll try that! Logic 1 Quote Link to comment Share on other sites More sharing options...
MadsenFK Posted July 1, 2016 Author Report Share Posted July 1, 2016 (edited) Decided to get an update out, since the map needs a playtest, and because I want you guys to stay updated on the maps progress. I've mainly been detailing and some layout/gameplay elements that's been changed. (btw, all the detailied areas aren't done yet) Have some screenshots: Edited October 9, 2016 by madsenfk Freaky_Banana, Squeebo, Logic and 9 others 12 Quote Link to comment Share on other sites More sharing options...
MadsenFK Posted July 29, 2016 Author Report Share Posted July 29, 2016 (edited) Another update: - Big layout changes - More details DOWNLOAD: http://steamcommunity.com/sharedfiles/filedetails/?id=701262789&searchtext=Riverside Have a few screenshots: Edited October 9, 2016 by madsenfk [N]awbie, Plat, Furiosa and 1 other 4 Quote Link to comment Share on other sites More sharing options...
MadsenFK Posted September 5, 2016 Author Report Share Posted September 5, 2016 quick little update, nothing special. just wanted to let you know I'm still working on the map, but progress has been a bit slow. (because of BF1 and WoW Legion, u know what i'm sayin' ey?) rosk, jd40, RivFader and 12 others 15 Quote Link to comment Share on other sites More sharing options...
slavikov4 Posted September 9, 2016 Report Share Posted September 9, 2016 (edited) Need slack for Telephone wires Edited September 9, 2016 by slavikov4 Squeebo 1 Quote Link to comment Share on other sites More sharing options...
MadsenFK Posted October 9, 2016 Author Report Share Posted October 9, 2016 (edited) Hello people. It's been little over a month now, and I've pretty much just taken a break from map making overall. But a lot still has changed since the last update (just details actually) Next update will be released very soon, since I still need to pack the files and get it compiled. EDIT: Well, compile fucking failed. Stuck on PortalFlow: 9... for over 2 hours now. Last compile in total was only 1½ hours which was yesterday. Edited October 9, 2016 by madsenfk Quote Link to comment Share on other sites More sharing options...
tr0nic Posted October 11, 2016 Report Share Posted October 11, 2016 On 10/9/2016 at 9:06 AM, madsenfk said: Hello people. It's been little over a month now, and I've pretty much just taken a break from map making overall. But a lot still has changed since the last update (just details actually) Next update will be released very soon, since I still need to pack the files and get it compiled. EDIT: Well, compile fucking failed. Stuck on PortalFlow: 9... for over 2 hours now. Last compile in total was only 1½ hours which was yesterday. Minimal optimization pass would fix that for you. Vaya and Freaky_Banana 2 Quote Link to comment Share on other sites More sharing options...
Freaky_Banana Posted October 11, 2016 Report Share Posted October 11, 2016 (edited) On 9.10.2016 at 3:06 PM, madsenfk said: EDIT: Well, compile fucking failed. Stuck on PortalFlow: 9... for over 2 hours now. Last compile in total was only 1½ hours which was yesterday. Don't worry, we had the same thing for oakwood. Our compile times jumped from 45 minutes to four hours within two days of detailwork. Just run the compile in CompilePalX. That won't lag your computer, so you're free to do anything during compile time (although of course, the more you do, the more time your compile will take). For us the compile took around 4 hours (approximated 2 and a half of which were spent on PortalFlow 9...). We hope this helps ! Cheers! Edited October 11, 2016 by Freaky_Banana Quote Link to comment Share on other sites More sharing options...
MadsenFK Posted October 11, 2016 Author Report Share Posted October 11, 2016 (edited) Now when I look around, not much has actually changed in terms of details. Wires has more slack, some small inaccessible areas and stuff. But oh well. If you want to check it out then go ahead. (btw, the radar was made in a hurry, so that's why It's not that good) Download Have some screenshots: Is this enough slack? Edited October 11, 2016 by madsenfk rosk, RA7 and catfood 3 Quote Link to comment Share on other sites More sharing options...
catfood Posted October 11, 2016 Report Share Posted October 11, 2016 from what i can see from the screenshots i think the map looks solid with interesting angles. one thing what the map could maybe use is a landmark or something that makes the map visually more unique like the empire building does in de_empire or the chinatown area in de_chinatown.looking forward to its progression Roald and MadsenFK 2 Quote Link to comment Share on other sites More sharing options...
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