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de_rising

  • Niller^.-
  • July 29, 2014 at 10:09 PM
  • Niller^.-
    • July 29, 2014 at 10:09 PM
    • #1

    This is a map I'm working on with competitive play in mind, but should also work for casual and deathmatch.


    Some of my ideas for this map are, besides the obvious, to encourage gameplay with focus on wallbanging and wide use of tactical grenades (of all sorts).


    I'm currently working on improving the gameplay before further work. I had the map tested on the playtest server (29-07-2014), which seemed to go well. A big thanks to all who participated, it's very appreciated emoticons/default_mapcore_smilies/emot_smile.gif (I'm sorry for the lack of spawn points, this will be fixed for next playtest session).


    (The T spawn including the first parts of the areas to A, B and mid from T-spawn are most likely to change alot. Right now they're only this way because it gives the correct timing for T).


    Looking for all kinds of feedback, comments, criticism, so that I can further improve the map emoticons/default_mapcore_smilies/emot_smile.gif

    monthly_07_2014/post-31029-0-20051100-1406667946_thumb.jpg

    monthly_07_2014/post-31029-0-87053200-1406667955_thumb.jpg

    monthly_07_2014/post-31029-0-48487000-1406667971_thumb.jpg

    monthly_07_2014/post-31029-0-71692600-1406667982_thumb.jpg

    monthly_07_2014/post-31029-0-34209100-1406667988_thumb.jpg

    monthly_07_2014/post-31029-0-98620600-1406668111_thumb.jpg

  • leplubodeslapin
    • July 29, 2014 at 10:29 PM
    • #2

    Alright so, in which city is it going to take place ?!

    good luck with this map

  • Niller^.-
    • July 29, 2014 at 10:42 PM
    • #3
    Quote from leplubodeslapin

    Alright so, in which city is it going to take place ?!

    good luck with this map


    Thanks

    I'm not quite sure yet about "which" city. Afterall the gameplay should not be compromised by having a specific environment, though I have mapped based on some ideas. Time will tell

  • cashed
    • July 30, 2014 at 4:57 PM
    • #4

    interesting layout. do you think the T spawn extension is worth it? Are timings still okay if you bumped it up? Feels like dead space

  • Niller^.-
    • July 31, 2014 at 10:45 AM
    • #5
    Quote from cashed

    interesting layout. do you think the T spawn extension is worth it? Are timings still okay if you bumped it up? Feels like dead space

    T-spawn and the area around it is not ideal and will to some degree be changed, hopefully to be succesfully bumped up as you suggest. This first version was mainly to get a feel of the layout when playtested, so that the T spawn would be easier to wrap up if something significantly were to be change.

    The long road is a killer

  • catfood
    • July 31, 2014 at 11:00 AM
    • #6

    here's that car graveyard texture i was talking about, just replace the dev textures with this one and your good to go

    [Blocked Image: http://spencerfleury.files.wordpress.com/2012/04/carstack.jpg]

    oh and interesting layout, love the terrorist drop at bombsite B or was it A?
    btw have you thought about adding a ladder to that spot?

  • Niller^.-
    • July 31, 2014 at 11:21 AM
    • #7
    Quote from catfood

    here's that car graveyard texture i was talking about, just replace the dev textures with this one and your good to go

    [Blocked Image: http://spencerfleury.files.wordpress.com/2012/04/carstack.jpg]

    oh and interesting layout, love the terrorist drop at bombsite B or was it A?

    btw have you thought about adding a ladder to that spot?

    That could be pretty cool to use, but that would be for some other map, already have some plans for this one

    I have an idea how to make the drop 2-wayed, but I would like to further see how it works out for people when playtesting.

  • Niller^.-
    • August 7, 2014 at 9:46 PM
    • #8

    New update:

    - Connector from mid to B (making it easier for T's to rotate).

    - Increased the space of B-dropdown roof.

    - CT-spawn area made smaller.

    - Changed T's spawn.

    - You can no longer jump onto the little hole on B to mid (but you can still use it to peak A).

    - Changed T's part of mid.

    - Added cover on some parts of the map.


  • Niller^.-
    • December 10, 2021 at 2:25 PM
    • #9

    Contemplated whether to update this or not yet, but maybe it will help me push through the finish line eventually :) Been slowly progressing on this map again for the last 6 months. About 40% done, without accounting for final polishing. This is a slightly old screenshot. The small bench in the middle has been removed since it obstructs gameplay

  • Niller^.-
    • January 18, 2022 at 3:36 PM
    • #10

    Due for an update. Still very much WIP, but coming along somewhat nicely. Feedback is greatly appreciated :)

  • will2k
    • January 19, 2022 at 9:05 PM
    • #11
    Quote from Niller^.-

    On 1/18/2022 at 5:36 PM, Niller^.- said:

    For the indoor shot, I would consider having a slight differentiation in lighting between the actual indoor lighting (ceiling fluorescent lamps or wall lamps) and the sunlight from the skylight. A play on yellow/white or light-orange/light-blue wouldn't go amiss instead of similar light tint for indoor and outdoor.

  • Niller^.-
    • January 19, 2022 at 9:25 PM
    • #12
    Quote from will2k

    25 minutes ago, will2k said: For the indoor shot, I would consider having a slight differentiation in lighting between the actual indoor lighting (ceiling fluorescent lamps or wall lamps) and the sunlight from the skylight. A play on yellow/white or light-orange/light-blue wouldn't go amiss instead of similar light tint for indoor and outdoor.

    Good point. Lighting is getting a final brush up later, both because I'm not very skilled at it (to be doing it at the go), and to hopefully get a better feel for the necessary lighting when everything else is in place :)

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