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What I'm Working On

  • FMPONE
  • June 5, 2014 at 12:49 PM
  • FMPONE
    • February 9, 2017 at 5:26 AM
    • #361
    Quote from SirK

    17 hours ago, SirK said: I know ;) I actually like maps that differ from the typical 3-lane-layout with a set number of paths / entrances and so on. But I think the timings (rush / rotate) combined with the layout choices can lead to a heavily ct-sided map. Couldnt attend the playtest yesterday over on reddit but i think ive read "too ctsided" more than one time in the comments.

    I really like the overall layout - the heavy focus on mid control is a nice touch - but I think the timings will break its neck if they stay like they are right now.

    Balance stats were 48% CT, 52% T.

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    Smart analysis. He has some ideas that will be tested/implemented.

  • SirK
    • February 9, 2017 at 8:21 AM
    • #362

    Okay, so I guess I was wrong on this one. Hope Ill get to play this one in a 5v5 someday :)

  • FMPONE
    • February 9, 2017 at 8:44 AM
    • #363
    Quote from SirK

    4 hours ago, SirK said: Hope Ill get to play this one in a 5v5 someday :)

    I hope so too!

    Quote from Roald

    48 minutes ago, Roald said: Mmm I personally think it's CT sided aswell. I don't know how you got those numbers? I played two competetive matches with balanced teams and both matches resulted as CT sided.First matches was 13 - 2 when I was CT and we ended up 18/17 on overtime. Second match was like 9 - 6 as CT and we ended losing the match when we were T's.

    The numbers are the average of all the playtest round scores. You've mentioned 13-2 and 9-6, for instance. That's a pretty large variation in and of itself -- there were plenty of matches played where the numbers went in the opposite direction (more matches, in fact!)

    Regardless, I really enjoyed your feedback and the thought put into it.

  • Roald
    • February 9, 2017 at 11:56 AM
    • #364

    Well you know my thoughts already but hey let's share them with the community so they can be discussed.

    Mmm I personally think it's CT sided aswell. I don't know how you got those numbers? I played two competetive matches with balanced teams and both matches resulted as CT sided.First matches was 13 - 2 when I was CT and we ended up 18/17 on overtime. Second match was like 9 - 6 as CT and we ended losing the match when we were T's.

    On the analyse in the video I agree everything since I analysed almost the same thing before I playtested the map. I gave my feedback on Reddit:


    Spoiler

    I like the theme and location of the map. But for the layout I don't have much good things to say. I guess it's a very early blockout version?

    -I like the height variation, especially on B site for CT's to defend. - BUT some angles are really weird, so yeah.. I hoped to see that fixed - And you used 3 ladders, that's alot, better reduce it to one (because of call outs), I should keep the one at CT spawn I guess.

    Overall the map feels to be too small. On the bombsite B I could hear people on midle. I think u should push T spawn abit backwards and also extending the midle of the map and make it abit longer. So the timing on midle will be fixed aswell. The choke points are too soon and it's hard as a CT to setup a defence and there is only one way to defend, back on the bombsite or deep in the spawn/connector. As a CT I feel to rush a site when there is no enemy in seight, because the map is this small. Easy to get behind the T's but I don't know if you want people to play like this?

    The bombsites are a litle small and there is almost no cover at all. A has the container where the CT has to expose his self fully, there is lack of hip height cover and B site has no cover at all... Also B site has this long main path that is really boring without any cover or anything AND CT's can see from the site trough the window and all that.

    T's have almost full control on midle.

    They got like multiply/different height angles to camp at.

    When they rush and/or smoke off one connector CT's are screwed.

    Simply CT peeking midle is a huge risk, too much of a risk I think. This means they have to camp back into the connector but like I said, one smoke and ur done so.. it's pretty hard to hold midle as a CT, even if you defend with two. Thought I guess the idea could be a nice one, but it's should be executed differntly I guess.

    The fact T's has mid control and acces to CT spawn to attack CT from behind worries me..

    There is a really long seightline from T-hall (midle) watching the main path to A bombsite.

    [/list]


    [/list] BUT during the test it I found out some things and experienced the map as CT sided. Maybe it's because the map is new and it required more teamwork, not sure.

    General feedback:


    Analyse of how the map played and what to change:

  • Quotingmc
    • February 9, 2017 at 1:47 PM
    • #365

    Had a quick run around the other night. Felt mid was pretty boring and flat even with the T window bit. Could do with some elevation to make it less mundane.

  • FMPONE
    • May 19, 2017 at 11:08 PM
    • #366

    While I've been busy doing "things" for Mapcore, and working on Sub-Zero, I made a design for ESL Dallas, most attendees will get them.

    http://en.pro.eslgaming.com/csgo/proleague…gned-by-fmpone/


    BTW, I'll be attending Dallas too. let me know if you are too.

  • SirK
    • May 20, 2017 at 12:38 AM
    • #367

    Nice Design :) I like the design more on the mousepad.

    Now to the interesting stuff: Got some screenshots of subzero? :D

  • FMPONE
    • August 31, 2017 at 11:31 AM
    • #368

    Hi all!

    Here's a preview of DE_SUBZERO. The awesome Tanuki (creator of Seaside and Downtown) helped design the layout, and I created all the art. However, penE from DE_CACHE made the old-school crates as a cameo, I love that guy :D Shout out to all the wonderful people who provided helpful feedback on the visuals and gameplay so far!

  • Deathy
    • August 31, 2017 at 11:41 AM
    • #369

    Wow, lovely production. This looks like it is straight from an AAA title, holy...

  • RivFader
    • August 31, 2017 at 11:42 AM
    • #370

    THis is breathtaking.

  • biXen
    • August 31, 2017 at 12:19 PM
    • #371

    Gorgeous! (U.S.S. Torsk, lol)

  • Hen
    • August 31, 2017 at 12:42 PM
    • #372

    Looks great! I wonder though, how much would it hurt FPS?

  • Toty
    • August 31, 2017 at 12:51 PM
    • #373

    Looks fucking awesome. Can you walk on the ice in pic 2, too? Would be a cool idea walking sneaky over the ice to the other side of the map while slithering on it to surprise the enemy.

    Keep up the good work

  • FMPONE
    • August 31, 2017 at 12:53 PM
    • #374
    Quote from Toty

    1 minute ago, Toty said: Looks fucking awesome. Can you walk on the ice in pic 2, too? Would be a cool idea walking sneaky over the ice to the other side of the map while slithering on it to surprise the enemy.

    Keep up the good work

    You can hang out on the icebergs and snipe people. It's ridiculously stupid and I love it

  • Rad
    • August 31, 2017 at 1:57 PM
    • #375

    Aurora makes it perfect, I love the design, outside areas are vibrant, but some inside areas arent which will make for "depressing environment", also too much "stain/wear" on

    some props especially on that box that you used multiple times in the level.Some inside areas are bit dark, would be happy if you brightened it a bit.

    Mid has visually too much going on especially on the sides (rockets sticking out) I would simplify it, also the valve on A bomb site might cause all problems.

    Overall you have pushed Source Engine limitations again, and I think this is your greatest project ever, hope we will see it on Major soon.

  • Vaya
    • August 31, 2017 at 2:09 PM
    • #376

    Terrible. Start again.

  • FMPONE
    • August 31, 2017 at 2:10 PM
    • #377
    Quote from Vaya

    1 minute ago, Vaya said: Terrible. Start again.

    !

  • General Vivi
    • August 31, 2017 at 2:11 PM
    • #378

    Looks nice! Can I borrow all assets for my Half-life 3 remake? ;P

  • FMPONE
    • August 31, 2017 at 2:17 PM
    • #379
    Quote from General Vivi

    5 minutes ago, General Vivi said: Looks nice! Can I borrow all assets for my Half-life 3 remake? ;P

    sure!

    I'll release the assets at the end. first time I feel comfortable doing that since I made them all

  • MadsenFK
    • August 31, 2017 at 2:23 PM
    • #380

    I wish I could make this type of stuff...

    You're absolute insane in that Hammer World Editor

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