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de_neutron

  • Single
  • December 20, 2014 at 5:16 AM
  • Mvllsk
    • February 2, 2015 at 10:31 PM
    • #21

    This looks so much cleaner. The layout is great as well. I'm looking forward to the playtests

  • Single
    • February 4, 2015 at 9:46 PM
    • #22

    I've finished going over the demo that was recorded for the playtest. The service that Puddy and 'RZL provide is amazing, and both of my playtests have provided invaluable feedback. Thank you to Puddy and 'RZL, and to everyone who played the map.


    The biggest point of discussion in the playtest was mid. It was pretty widely agreed upon that T can take mid too easily. My ideas to fix this:

    - bring the T-side entrance forward a bit, meaning that Ts have to run further before they can see into mid.

    - AND give CTs a few more options at their entry point to mid, so that they arent as easily funnelled into Ts scopes.

    Does anyone have any other ideas? My ears are wide open for suggestions.


    It seems people were kinda divided about the overall layout. Some said it was good, others said it was bad. Tomm said that the map doesn't offer much gameplay variety, which is something I was afraid of for this playtest. I'm still developing ideas for how to rectify this.


    People were pretty unhappy with the colours of the map. Some people are saying they like the textures, others saying they don't. For reference, the amount of grey in the map is going to change. The end result is going to have far more colour, this playtest was early stages.


    Some other fun facts:

    - Terrorists planted at A-site 5 times, of which 2 were defused, giving 60% success rate.

    - Terrorists planted at B-site 7 times, of which 1 was defused, giving 86% success rate.

    - The team which controlled mid won the round approximately 100% of the time.

    - SCROOGE's team smashed 'RZL's team 15-5, getting 9-1 on first half as T, and 6-4 on second half as CT. Based on those numbers, is it fair to assume that with balanced teams, the map would be T-sided?

    - Fnuggi less OP this time around, under investigation for throwing for skins.

    - Lajron was the only player to have died in every round.


    Once again, thanks to everyone who joined the playtest, I'm very grateful. I'd still love to hear what people thought, if anyone has more to say.

  • 8bit
    • February 7, 2015 at 12:38 PM
    • #23

    Any updates?

  • Single
    • February 9, 2015 at 1:51 AM
    • #24
    Quote from 8bit

    Any updates?


    I've implemented the two changes I mentioned in my last post. I'll post some more screenshots when I've done a bit more; I don't want to spam the thread with incremental updates.

  • Single
    • May 19, 2015 at 10:26 AM
    • #25

    Bit of an update, wanted to share some progress. Excuse the lighting errors. I estimate the map is about 50-60% completed. I'm looking forward to getting it done, I've nearly spent 12 months on it. Constructive criticism would be appreciated!


    Mid

    [Blocked Image: http://i.imgur.com/BawdN5f.jpg]

    (Looking for ways to get more colour into mid, it's very grey at the moment)

    A Site

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

    B Site

    [Blocked Image: http://i.imgur.com/VK6XL1D.jpg]

    T Spawn

    [Blocked Image: http://i.imgur.com/1OsA14h.jpg]

    (Lots of work to do here)

    CT Spawn 1

    [Blocked Image: http://i.imgur.com/KkJ9oVW.jpg]

    CT Spawn 2

    [Blocked Image: http://i.imgur.com/IZhK73C.jpg]

    Big Room

    [Blocked Image: http://i.imgur.com/ud18s5s.jpg]

    Lockers

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

    Heaven

    [Blocked Image: http://i.imgur.com/Igpd4Y2.jpg]

    (That sign is probably a bit bright, oops)

    Courtyard

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

    Construction

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

    (Trying to find ways to make this space seem more disorganised and interesting, but still have good visibility)

    Long Hall

    [Blocked Image: http://i.imgur.com/y79sv0C.jpg]

    Storage Room

    [Blocked Image: http://i.imgur.com/F1PQxxJ.jpg]

    HVAC

    [Blocked Image: http://i.imgur.com/QP4tYwZ.jpg]

    Other side of Radio/Lockers, showing a newly added vent.

    [Blocked Image: http://i.imgur.com/O9MrzXh.jpg]

  • Vaya
    • May 19, 2015 at 11:40 AM
    • #26

    I think it's improving but something seems a little 'off' with some areas- most notably the internal areas with the really high ceilings. Maybe not enough detailing so the areas just look like cubes?...


    [Blocked Image: http://i.imgur.com/mUs01qw.png]


    Just a really rough sketch (2 mins on paint at work- ignore the black dots ) of how to improve the pathing of the lobby area and breaking up that giant wood texture.

  • laminutederire
    • May 19, 2015 at 12:21 PM
    • #27

    For your mid, you could try using colors to underline shapes, like stripes at the top of walls, it could enhance visibility too, I will draw something tonight to give you a more precise idea of what I am talking about.

  • Single
    • May 20, 2015 at 3:39 AM
    • #28
    Quote from Vaya

    I think it's improving but something seems a little 'off' with some areas- most notably the internal areas with the really high ceilings. Maybe not enough detailing so the areas just look like cubes?...


    [image cut]


    Just a really rough sketch (2 mins on paint at work- ignore the black dots ) of how to improve the pathing of the lobby area and breaking up that giant wood texture.


    This is a brilliant idea, thankyou. I was struggling to tie T-spawn together, I think that will go along way, thanks.


    Quote from laminutederire

    For your mid, you could try using colors to underline shapes, like stripes at the top of walls, it could enhance visibility too, I will draw something tonight to give you a more precise idea of what I am talking about.


    I was thinking of colouring the long horizontal concrete blocks, but then I couldn't decide which colour, so I've kinda left it for now. Looking forward to the drawing!

  • laminutederire
    • May 20, 2015 at 3:21 PM
    • #29

    I've completed some drafts but none of them is good yet, so I'll get back to you as soon as I have one worthy !

    http://imgur.com/a/mWAEr#0

    I threw in any ideas I got to put some colors, it's a bit messy, my excuses for that!

  • Single
    • May 28, 2015 at 3:56 AM
    • #30
    Quote from Vaya

    [cut]

    Just a really rough sketch (2 mins on paint at work- ignore the black dots ) of how to improve the pathing of the lobby area and breaking up that giant wood texture.

    This came out really great, thanks a lot.

    [Blocked Image: http://i.imgur.com/cXlKYE7.jpg]

    Quote from laminutederire

    I've completed some drafts but none of them is good yet, so I'll get back to you as soon as I have one worthy !

    http://imgur.com/a/mWAEr#0

    I threw in any ideas I got to put some colors, it's a bit messy, my excuses for that!

    This was great of you, I appreciate the inspiration. It sorta matched the idea that I had, so I merged our ideas to make something a bit more subtle. Not sure if I should go further, but it's a start.

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

  • Single
    • June 23, 2015 at 7:34 AM
    • #31

    de_neutron is being playtested tonight/tomorrow thanks to /r/globaloffensive for the Reddit/Mapcore mapping competition! EU playtest is at 7:30 CEST, US playtest at 9:30 EST. Here's a couple of screens from the most recent version.

    [Blocked Image: http://i.imgur.com/dUL2hQj.jpg]

    [Blocked Image: http://i.imgur.com/bHt6kUE.jpg]

    [Blocked Image: http://i.imgur.com/ATg5xhF.jpg]

    [Blocked Image: http://i.imgur.com/j2YUEok.jpg]

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

    And I finally updated the radar:

    [Blocked Image: http://i.imgur.com/bJCaju0.png]

    You can get the beta version of the map on the workshop here: http://steamcommunity.com/sharedfiles/fi…s/?id=270382945. When I 'release' the map, I'll likely make a new workshop entry, and make this one private, for testing patches.

    I consider the map 80/90% complete now. I'm looking forward to getting it finished. From the playtest, I'm hoping to get opinions on how the cover and angles work in the map, as well as opinions on graphical details. I'm fairly happy with the layout and the overall theme, but I'll take whatever feedback you're willing to give.

  • text_fish
    • June 23, 2015 at 8:18 AM
    • #32

    Looks really nice so far.

    The only visual problem that jumps out at me is that many of your light sources seem too high to adequately light such large spaces. This is most noticeable in the second screenshot. Were this real life, those light strips would probably be pretty useless when the sun goes down. They could also do with a couple more env_glows to really sell the feel of a lightstrip, I think.

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