De_Arches is a new map which KernalPanic and I are working on. The theme of the map like many others is the classic dust vibe. Any feed back would be great!
http://steamcommunity.com/sharedfiles/fi…s/?id=377601770
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De_Arches is a new map which KernalPanic and I are working on. The theme of the map like many others is the classic dust vibe. Any feed back would be great!
http://steamcommunity.com/sharedfiles/fi…s/?id=377601770
QuoteDisplay More
Workshop link?
Love the brushwork in the second image.
Layout-wise it looks like there might be a few superfluous connectors in there. Case-in-point, the double-door hallway near t-spawn; that set-up works really well in D2 because both teams reach their side of it at about the same time so you get an interesting stand-off. In your map it will seldom see any combat because it's unlikely to get used in a rotation and if CT try to flank through it the T's will be long-gone. Of course without a version to run around in that's all conjecture!
Looking like a nice crossover of the classic Dust and Dust2 ;D
Could we have a workshop link? ![]()
Workshop link is now working btw... http://steamcommunity.com/sharedfiles/fi…s/?id=377601770
A lot has changed since the last update! After getting feedback to ditch the dust theme, we went through three theme before we found one that worked.
Workshop link; http://steamcommunity.com/workshop/filedetails/?id=377601770
Direct download; https://drive.google.com/file/d/0ByfQlJ…iew?usp=sharing
And images of the map; http://imgur.com/a/f2QUg
Italy theme? It could work, it is just used a lot...
Nice work on the new layout. Also still kinda dislike the name. ![]()
I love the layout of this map. you might want to nerf the boost in mid though. There was one point I had like 3 people jump scouting at me ![]()
Actual feedback besides stupid stuff above. I love the theme actually, I think it works really well. Some more feedback.
It doesn't really hinder gameplay it just feels weird.
This is needed for the angles, which I like, but I feel like it's just so much unused and empty space.
on B, this could maybe be opened up, (close off the second stair), for another place to hide for CT in B, which I think is something the bomb site is lacking.
this would be the view from there, maybe raise that wall a little so it can't see the heads as they pass by.
I know this is going to change, but still, change up the texture a little here.
CT visibility is a huge issue here
This still works in terms of flashes, but it could be more streamlined.
Why block this off? ![]()
A little thing, maybe add a place for Ct's on long.
Quote from VayaI love the layout of this map. you might want to nerf the boost in mid though. There was one point I had like 3 people jump scouting at me
Happy to hear that, and yes the boost into mid is going to be nerfed. ![]()
Quote from Parkcityfan
Thanks for the feed back! Unfortunately the first link doesn't work. ![]()
Also if anyone has suggestions for how to improve A long for Cts, I would love to hear them.
Quote from MaanManAlso if anyone has suggestions for how to improve A long for Cts, I would love to hear them.
Right now, 1 smoke can cover the whole lane. Yes you have the arched bit on the side, but as was seen numerous times through the playtest, it's suicidal to try and push through as I saw multiple multi-man spray downs there.
They can also hold very high angles from on top of the boxes (sometimes easy vision over the smoke) and can stand very flush with the box and be minimally exposed with very good vision. In the interest of balance and T entrances to the sites, I think long needs to be less CT OP, and more viable in T strats.
Perhaps you could extend the raised bombsite area into long to give CTs that higher angle that doesn't involve standing on boxes, also maybe make the boxes that are visible from long a similar height to that of D2 where you can hide behind them standing up, but haven't got a massive height advantage when you jump on them. I would also slightly widen long so that if a smoke is placed centrally, there is a slight gap each side of it.
Basically... just look at D2 long, except you have "crossover" and the bombsite in reverse order and "car" isn't really a viable position to play from in the maps current state. The boxes you have which would be fairly similar to barrels at the top of A ramp are a bit of a CT trap. It looks like a good position, but then you're instantly held down by fire, a lot of which can penetrate thick angles of that box.
I think what makes long effective on D2 is the fact that it's wide enough for Ts to progress shoulder to shoulder, but each CT position is revealed bit by bit unless CTs jump out at you.
I hope you can pick something useful out of that drivel... I'm finding it hard to describe, lol
I'm not very good at updating this thread but its time to playtest this beauty again! A lot has happened over the past year and I've tried many themes. While I could have published the map 3 or 4 times, I've redone the map because if a project is worth finishing, it is worth finishing right. I've also learned a lot from KernalPanic and Squad last year and hopefully, I'll learn more from RZL in the future. I hope to see you guys at the playtest this Thursday. Also I'll try to keep this thread updated a bit more.
Here is the download for playtest version this week.
https://www.dropbox.com/s/uun7ikuh66h6…hes_v3.bsp?dl=0
Do you have any new images? I really like the look of this!
Quote from Michael GreenwoodDo you have any new images? I really like the look of this!
I hope you're not looking for a detailed version of the map! I only have dev images to offer at the moment (yes, I know its been 1 year and I'm still using dev textures).
Quote from MaanManyes, I know its been 1 year and I'm still using dev textures
1 year and using dev textures? HA!
[Blocked Image: http://i.imgur.com/WX6aCuL.png]
QuoteThis is no record to be proud of :cry:
EDIT: Happy 3rd Birthday Stupa ![]()
Quote from MaanManI hope you're not looking for a detailed version of the map! I only have dev images to offer at the moment (yes, I know its been 1 year and I'm still using dev textures).
[Blocked Image: http://i.imgur.com/f8ZjjNu.png]
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Thanks for the playtest guys! If you have any feedback I would love to hear it!
Mid still feels way too long and the encounter is really awkward (It's all fought sideways and up and down a hill). T's ideally need to use the "safe" B>mid connector to use mid, nullifying the main entrance to mid for Ts.
B itself still feels too flanky around the room off mid. Trying to defend the site there are so many opportunities for CTs to move around. And CTs can easily retake from all B entrances. I think it's fair to expect the main T entrance to be the safest exit, but CTs can appear there very quickly.
A seemed OK, but it heavily relies on boosting or taking mid. Mid is hard because CTs have 2 routes that funnel directly to it and the only way around that is to boost. Boosting is a great feature if you have the coordination to utilise it, but it shouldn't rely on it as a method. Especially that casual can't boost and there would be even more CTs to defend each route. Perhaps a way around this would be to make the wall self boostable for Ts, but CTs have to boost with a person.
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