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de_havana

  • Lajron
  • September 27, 2014 at 5:21 PM
  • Niller^.-
    • October 6, 2014 at 3:58 PM
    • #21

    Hey Lajron, heres some feedback based on the recent playtest. I've made some colour coding based on your layout screenshot, thought that might be easier



    Red: This connector area feels a bit odd and tight. It's a long lane which seems easy for T's to hold with good retreat options when covering A (considered theres only one CT on B, so he can't boost).


    Green: This part should be more open (wide).


    Purple: The encounters here felt rather random, asweel as the crates placed. You should look into making some more simple covers.


    Blue: One of the problems with the purple lane is that when you decide to go this way it's close to a final decision. Turning around to go somewhere else takes sooooo long. A connector like the blue I have drawn might help (or somewhere else, but this area could use a connector of some sort imo).


    Brown: This door area should be more open, if CT's manages to push up this route, it would be a miracle to take it back going through this little doorway.


    For some more general feedback. I really dig the chokepoint on B, makes for some interesting combat, with a cool bombsite. A on the other hand feels very unattractive and simple (which is bad in this case). Try to make it less of a square.


    Keep up the good work, the design looks promising

  • Lajron
    • October 12, 2014 at 12:27 AM
    • #22

    I was able to find some time to work on my map so here are some gameplay and aesthetic changes


    Quote

    Ts spawn

    [Blocked Image: http://i.imgur.com/DYKhaVs.jpg]

    [Blocked Image: http://i.imgur.com/GkFEkp3.jpg]

    Made middle more width

    [Blocked Image: http://i.imgur.com/isEBt7v.jpg]

    Changed the A site route it was bothering me since the first day and it went though so many changes but i'm really liking the current one.

    [Blocked Image: http://i.imgur.com/1FRaLzf.jpg]Ts view from A route

    [Blocked Image: http://i.imgur.com/BH5g4gs.jpg]

    Also now they can go from A route to MID with this "hole" (they can't go up after they go through it)

    [Blocked Image: http://i.imgur.com/sQVCXhe.jpg]CTs view from A route

    [Blocked Image: http://i.imgur.com/fBf6MSp.jpg]

    Also removed the box at the A route and changed the entrance

    [Blocked Image: http://i.imgur.com/f6x2jL4.jpg]

    And at the CT spawn i added some stuff to break the long view.

    [Blocked Image: http://i.imgur.com/a5OwXvI.jpg]


    TopView

    [Blocked Image: http://i.imgur.com/6CmddIr.jpg]

    Display More

    @3dnj

    Yeah i guess i need more faces but currently im not really that familiar with csgo source engine so im gonna try keep it "low poly" but if i manage to optimize it pretty well i will redo all the models , because my modelling skill will probably be much better.


    @Niller

    About that red-line i'm not forcing CTs to go through it since they have 4-5 routes for A and all of them take less then 20sec.

    Green - i agree also im gonna keep a close look on the mid for the next playtest.

    Purple - yup i also don't like it.

    Blue - there was already a passage there but i blocked it since it seem for CTs really easy to take Ts but i found a solution now.

    Brown - i moved the doors away a little bit.

  • General Vivi
    • October 12, 2014 at 3:49 AM
    • #23

    I can see a lot of different ways to play this map now. I'm glad you changed the A routes but I'm worried it will be too strong for the T's now.


    Can't wait to play it again.

  • ElectroSheep
    • October 12, 2014 at 11:26 AM
    • #24

    Put a SU100 in your map and I will definitivly love it


    http://upload.wikimedia.org/wikipedia/comm…_Revolucion.jpg

  • Vaya
    • October 15, 2014 at 8:48 AM
    • #25

    Great map! your detailing making me want to uninstall SDK

  • Vinneri
    • October 15, 2014 at 11:05 AM
    • #26

    Hi! I wanted to give one little note I found as terrorist. If CT's are able to rush that area, T's have very little cover, that's why I would like if you make that red part wider.

    [Blocked Image: http://puu.sh/cd10L/7d919aea5b.jpg]

  • Lajron
    • October 26, 2014 at 3:04 AM
    • #27

    Well after thinking too much about gameplay i decided to drop it and focus my mind on more aesthetic stuff and while working on a new building i got few ideas for gameplay

    Anyways here are some stuff :


    Tunnel

    [Blocked Image: http://i.imgur.com/iV6EPD2.jpg]

    Above tunnel

    [Blocked Image: http://i.imgur.com/a15KFYI.jpg]A better look at the top

    [Blocked Image: http://i.imgur.com/W3xiRp0.jpg]And the tank which isn't really all that great textured but it's gonna be seen from far away

    [Blocked Image: http://i.imgur.com/CewVp0Y.jpg]

    Also here's the 2d grid image

    [Blocked Image: http://i.imgur.com/0rqSjSE.png]

  • ElectroSheep
    • October 26, 2014 at 1:10 PM
    • #28

    Fuck yeah !!!

  • tomm
    • October 26, 2014 at 1:12 PM
    • #29

    [Blocked Image: http://i.imgur.com/0YLPW0Y.gif]

  • General Vivi
    • October 26, 2014 at 5:24 PM
    • #30

    Color me excited for this man. I love how you blend brushwork and models together. Great job all around so far, my expectations are quite high!

  • Vaya
    • October 27, 2014 at 4:32 PM
    • #31

    Can't wait for the next playtest

  • Lajron
    • November 8, 2014 at 12:55 PM
    • #32

    Here's the screenshot of the latest layout version which will be tested tomorrow

    [Blocked Image: http://i.imgur.com/rNTgZ7s.png]

    Also sorry for not showing any new aesthetic pics i was really busy and could only work on the layout.

    The A path still needs work but i'm interesting in how middle will play now since it went under some big changes.


    #EDIT1 if someone has any ideas what i could do with the left path for A i am open for suggestions

  • Lajron
    • November 17, 2014 at 11:59 PM
    • #33

    So i was able to get some free time this week and decided to work on the map.

    I changed the layout a little bit and im really happy with the changse but i'm still not able to show the picture of it


    Anyways here are more aesthetic pictures:


    First i don't know why the hell i started making The Museum of Revolution as a background part but it looks sweet i guess

    [Blocked Image: http://i.imgur.com/L8vXUla.jpg]It still needs some fixes but im really happy with what i got in 2days.

    Also i think im gonna finish the T spawn first

    [Blocked Image: http://i.imgur.com/6BqAvwM.jpg]Any suggestions ?

  • Mr E
    • November 27, 2014 at 8:22 AM
    • #34

    Really love the lightning you got on the map any tips you can share?

  • ElectroSheep
    • November 27, 2014 at 8:39 AM
    • #35

    Love the building, not a fan of the revolution museum. Or maybe from far.

  • General Vivi
    • November 27, 2014 at 10:16 AM
    • #36

    This is looking just sick!

  • TheOnlyDoubleF
    • November 30, 2014 at 12:21 PM
    • #37

    This. Is. Crazy.

  • bspin
    • November 30, 2014 at 7:47 PM
    • #38

    Looks amazing! Hope to get a chance to play it anytime soon myself.

  • Lajron
    • December 18, 2014 at 10:52 PM
    • #39

    The map was playtested today and i was able to improve the gameplay.It played much better than the last time.

    Here are some screenshots for those who weren't able to make it:

    [Blocked Image: http://i.imgur.com/HscF4x2.png][Blocked Image: http://i.imgur.com/rd2Kkai.png][Blocked Image: http://i.imgur.com/oji2qpR.png][Blocked Image: http://i.imgur.com/odzBlxu.png]

  • Vaya
    • December 19, 2014 at 9:53 AM
    • #40

    looking siiick

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