3Dnj sent you siege Psy so if you run a test tonight we have it !
Do you have a new version of your map ? ![]()
3Dnj sent you siege Psy so if you run a test tonight we have it !
Do you have a new version of your map ? ![]()
I got the message from 3dnj but the map has a texture missing (a ground overlay) so you can quickly send me the missing texture and I can get that all sorted out for you.
Otherwise I'll just run it despite the horrible checkerboard texture. ![]()
The new version of my map can be download here: https://www.dropbox.com/s/je0ptu5zceo7…cebound_a15.zip
Quote from EvertWe tried joining the server today to play a couple casual games, but I got instantly disconnected
Anyone else that have had issues connecting?
The server probably needed updating but it's working all fine and dandy now.
Quote from PsyI got the message from 3dnj but the map has a texture missing (a ground overlay) so you can quickly send me the missing texture and I can get that all sorted out for you.
Otherwise I'll just run it despite the horrible checkerboard texture.
The new version of my map can be download here: https://www.dropbox.com/s/je0ptu5zceo7…cebound_a15.zip
The server probably needed updating but it's working all fine and dandy now.
Ok I do that now, thanks !
Testing starts in 35 minutes (7pm GMT)
Both Siege and Icebound can be downloaded here: http://%7boption%7d
Sorry I miss our custom vmt in it ![]()
It's already fixed. ![]()
Thanks ![]()
Also in the thread of the siege map :
Quote from 3DnjDisplay MoreSo I'm making a quick post for those who played the b1 version about the changes we made.
We didn't made drastic changes in the way we want to keep the essence of the original siege (which is bad for a lot of people because of the type of gameplay it provide (camp)) but still :
- Added beta radar and overview.
- Added a new path in sewers in front of the ladder/elevator path. But still the lighting in this path is really wip and too dark (sorry for that) This make the sewers more reliable for CTs (you should use it !!).
- Removed the red lighted corridor to make the gameplay here more simple.
- We changed a bit the path between the T spawn and the warehouse to make it more smooth.
- NO MORE ROTATING DOORS
- Updated the main lighting.
- Lot of visual updates for the best AND for the worst (take a look at the water transition in T spawn
)
Also I took a lot of time into optimisation. It's probably not as good as official maps because the map is really open but It would be great if someone who have some framerate issue can say it
We'll do it live!!!!!!!!!!!!!!!!!!!!!!
109.123.124.138:27080
109.123.124.138:27080
109.123.124.138:27080
gogogogogogo
I wish I could join, but I don't have the game ![]()
About de_icebound, both area of A and B are interesting and I found them clear to access. But the middle area is complicated and hardly linked to the rest of the map. If I look at inferno and dust 2, both middle part are easy to acces and gave a good flow to the different parts of the map.
But yours gave an advantage for T wich is great, It just need to be more readable
.
Also I think you are now at a part of the when dev texture don't help because sometimes it's hard to recognize the place you are. But overall bombsite are interesting.
shame i missed this playtest
better publicity on facebook/mapcore next time plz
As I said in the playtest:
Rotation between sites is interesting but there's only 1 viable way to go, through CT spawn. The route through T spawn area seems to take too long; I think this is mainly because of the complicated/winding routes connecting to the bomb sites. There's too many angles, and little camping spots, too many places to check which slows you down.
The height variation is also too strong in my opinion, height variation is a good thing for sure but the angles are too steep and make it feel very unrealistic.
You have some nice ideas littered throughout the map but I would take out everything that is just there for filler and keep maybe 2 or 3 of these little "highlight" features, it'll give the map a lot more character and make it more memorable (dust 2: long A, the broken wall in B, B tunnels, etc. inferno: the crawlspace tunnel, banana, apartments. aztec: the wooden bridge, the water route, the double doors).
Possibly look at some reference and try to sculpt your areas a little more realistically: too many areas feel very gamey and lack the kind of scale/angles to help the player feel like they are in a real place.
Quote from Vilhamshame i missed this playtest
better publicity on facebook/mapcore next time plz
Just to touch on this, if you send me a PM when you're planning a playtest that'll come through to my phone by email so I can quickly do a Facebook and Twitter update (if KFS or Frie don't get there first).
Quote from Rick_DYou have some nice ideas littered throughout the map but I would take out everything that is just there for filler and keep maybe 2 or 3 of these little "highlight" features.
Could you clarify what you mean by "highlight" features?
BTW, thanks for the feedback, guys. I appreciate it greatly! ![]()
places with interesting architecture or a unique feature that other maps don't have. most maps are made up of corridors, with points of interest separating them. take office for example, lots of corridors and then the open area by the garage door that players can open. or the hostage room: flanked by corridors but it;s a great little combat space that players remember.
your map feels like it is made up of entirely these unique areas which makes it hard to pick any particular spot as memorable - as odd as that sounds.
I think the bombsites and chokepoints are ideal locations for these features, and then you can tone down the rest of the map to keep it quite "bland" (not the right word choice!), which should get those important areas feeling more interesting.
I see. Thanks for clearing that up. ![]()
I missed this, when is the next play test?
Is anyone interested by another play ?
We are making another version of siege.
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