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De_Summer [WIP]

  • Vaya
  • November 7, 2014 at 2:00 PM
  • Vaya
    • December 11, 2014 at 4:36 PM
    • #21

    thinking of renaming to de_solution. Any opinions?

  • Vaya
    • December 12, 2014 at 11:07 AM
    • #22

    http://imgur.com/a/ns91f


    Imgur album of recent changes. Very much still a work in progress but I think i'm starting to define areas better


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


    [Blocked Image: http://i.imgur.com/1WwWYKC.jpg]


    I think I need to increase my texture palette

  • clankill3r
    • December 12, 2014 at 11:15 AM
    • #23

    You could also make it a night map

  • Vaya
    • December 12, 2014 at 11:38 AM
    • #24

    It's something I've looked into, as well as making it winter/snow based.

    I'm worried about visibility though, I'll probably continue with the generic day lighting for now until I'm happy with the layout and my areas and then think more about the general theming of the map- 3d skybox/weather etc.

  • Nakroma
    • December 12, 2014 at 1:12 PM
    • #25

    de_solution sounds good, quite catchy. Better than de_summer at least

  • Vaya
    • December 13, 2014 at 11:03 AM
    • #26

    - Map may be overly simple at present added a 'short' mid. my playtesters liked it

    - Layout Needs to be reviewed in terms of Chokes and Spawn areas

    - Lighting that doesn't look like the map is located on the surface of the sun

    - Radar's Y axis is screwed (misaligned both top and bottom)

    - Making map look good. Currently looks like brickland

    - repeating textures make my eyes bleed.

    - Models need to be created for server racking. I've never done modelling Valve was nice enough to include a racking model in the new DE_train update.

    - Find a better map name de_solution

    - update map's overview. .kv .nav etc to new mapname

    - playtest on mapcore terrified about this. Watched you guys rip apart much better maps than this

  • catfood
    • December 13, 2014 at 2:30 PM
    • #27

    de_brickland sounds even better

  • Vaya
    • December 13, 2014 at 2:57 PM
    • #28

    I'll consider it


    de_whatswithallthebrickwalls

  • clankill3r
    • December 13, 2014 at 4:13 PM
    • #29

    de_brickland sounds good.


    Here are some suggestions.


    A. Don't use a different floor texture there. By cutting the edge your breaking the grid which is good. By using that texture you emphasize the grid again.

    B. remove that wall.

    C. remove that wall.

    D. Change the texture, you use this all over the map. I think you should decide like here comes this building, the own this property and use those bricks. Now it looks everything is owned by 1 company, maybe it does but it's better not to.

    E. it's good you tried the round corner but I don't think it suits with the style of the building.


    Remove that wall.


    red: Did they have bricks left

    blue: I think it would be nice to make a little stair down (like 8 steps or so). That would push also the door a little bit back.


    green: enlarge the brick brush, reduce the asphalt.

    red: it's really steep

    blue: Maybe nice to have a open door there. There could be a side walk next to the asphalt if you push that a little further in the entrance direction. The door could be a connection to that side walk. This could make gameplay in that spot also more interesting.


    arrows: different textures all over again.

    blue square in back: remove this wall.

    blue in top. All the different heights in this area look odd.

    green, this center thing is to symmetric in my taste. I would move the closes 2 to the green position. Then rotate the big one to form a L shape.

    red: Connect it to the right. Make the stair somewhere else. This is a nice way to add more interesting gameplay by using difference in height.


    A. Make a brush on top, Make it stick out a little, have the texture direction in the green arrow. Of course make the width as width as the wall.

    B. Try different things to texture the floor

    C. Maybe lower the terrace area a little.

    D. remove that wall, maybe add grass and have a little wall on the left.


    For the rest, maybe lower the sun position a little to create longer shadows.


    Hope it helps.

  • Vaya
    • December 13, 2014 at 6:23 PM
    • #30

    Sorry I'm sure I replied to this before leaving work!


    A lot of your ideas/issues are down the same lines I was thinking. Thanks for suggesting/documenting these though as it gives me a list of problems with this area to work through

  • Vaya
    • December 18, 2014 at 12:41 PM
    • #31

    [Blocked Image: http://i.imgur.com/mGQUpD8.jpg]


    A more recent (not 100% upto date) overview.


    Gameplay-affecting Changes not shown-


    I've updated the B site based on clankiller's feedback (less symmetrical and should be more interesting gameplay wise.


    Going to rotate one or two of the paths/buildings as it's looking pretty 90degree-ish just now

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