I'm working on a defusal map set in an african mining environment.
Terrorists plan to disrupt the operation by destroying crucial machinery.
[Blocked Image: http://i.imgur.com/5jSD4GZ.jpg]
layout
[Blocked Image: http://i.imgur.com/xcjAgY4.jpg]
t-start
[Blocked Image: http://i.imgur.com/iaOlmfG.jpg]ct-start
[Blocked Image: http://i.imgur.com/81qjOZv.jpg]
bombsite A
[Blocked Image: http://i.imgur.com/uIcMlJH.jpg]
bombsite B
[Blocked Image: http://i.imgur.com/QEaxTX7.jpg]
boost area in mid
[Blocked Image: http://i.imgur.com/3BbaH7M.jpg]
conveyor area
[Blocked Image: http://i.imgur.com/1i20p21.jpg]silo area above mid
[Blocked Image: http://i.imgur.com/3W4Bogn.jpg]jungle
[Blocked Image: http://i.imgur.com/TkKJym2.jpg]
jungle concept
My main concern is about the layout. The previous playtest showed that there where too many connections
so that the gameplay was more ore less deathmatchstyle.
Since then I cut some routes and widened the remaining ones a little bit.
The current version (a3) can be found here:
I'm curious about the latest playtest's feedback and any thoughts in general.
Cheers!
[Blocked Image: http://i.imgur.com/fRRLv19.jpg]