Quote from blackdogDisplay More16 hours ago, blackdog said: I think its one of those cases where being too faithful to a reference hurts the final product, it’s waaay off the left field for people not to notice and criticise. It just looks dangerous, as in I can’t see how people wouldn’t get their foot stuck in there, so it’s not inviting to be used. I mean, in real life is not meant to be used, so the natural reaction in game is to stay away as well.
You can achieve the same intended effect of metal noise by using metal grills such as this heavy duty stuff used in building sites as well as public installations (catwalks leading to natural beauty spots for eg)
https://images.app.goo.gl/hyKEcqySkpkrUotx7
I would convert the left side to a concrete ramp (or wooden! if the map represents a site in early development). Or make a fully finished concrete set of stairs, but one side has wooden board on it to make a ramp. A ramp would make a lot of sense for moving heavy building materials up and down the height difference, and would be accessible if the final site is intended for public use (not moving goods). Ultimately I think would look more logic/organic.
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I’d like to see this in context, as in: I’m a bit sceptical that such small positioning difference is so advantageous for one team or the other, it sounds wrong. Not that it’s a bad idea to differentiate peek spots, but the closest example I can think is underpass on Santorini and the two angles are separated by a wall and there’s an accentuated difference in the way you walk up to the spot that makes sense. If there has to be a clearly more advantageous way to peek, than I argue that you should have a clearly different variant (like forking the path to go indoor and come out from a window/door or you peek from a platform which you would have had to choose to get up to before getting here)
The stair area overall isnt that big of a gameplay area. Its serves as a way for Ts t get to the area of conflict just ahead. (see picture) CTs arnt going to get to the stair area faster then the Ts ever. CTs are most likely to hold back on the exits to the area of conflict or stay on their side. Its not as important as the hallway in Santorini
The noise difference is mainly for two things.
1. The metal_grate landing sound effect is louder then the concrete landing sound, and more distinctive, if the cts can push up, they may be able to hear a lurker or an awper thats trying to speedily get to their best peak spot. Very situational though.
2. In the event that the ts rotate back through the stair well (see picture) a ct in the area of conflict would be able to push up and listen for them. In this scenario, having quieter and louder materials is good for both detecting the amount of enemies and as well as their positions.
I do agree that the bottom of the stairs do look fairly unwelcoming, this was the first time I compiled for that area and have since changed some things around and added ply wood boards. Though gameplay is obviously the most important, the unfinished stairs also served to help explain the stair area a little bit better in relation to whats going on in the map.
Id like to have been able to provide more context as to where everything is as well as the changes ive made to the stairs, however thats currently not possible, as ive run into a little bit of a snag where the game hard crashes the second bots/players load into the map (speaking off, does anyone know why that might be?) so ive tried my best to explain with this screenshot