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[WiP] de_vine (Workshop link added)

  • Lelouche
  • July 9, 2015 at 8:49 PM
  • Lelouche
    • July 9, 2015 at 8:49 PM
    • #1

    Hello MapCore :>

    I've been a Source mapper for a long time now, and I present to you my map de_vine.

    Almost every aspect of this map is seriously unpolished or unfinished, however it's only been in development for a little over a Month.

    I will post a workshop link and a Minimap in the days to come, in the meantime though, take a look at these screenshots and let me know your first impression in the comments below.

    http://gamebanana.com/members/1321422

    EDIT: This map is currently hosted on a private server, let me know if you want to playtest it in its current state.

    EDIT: Added a cheaply made radar. Blue lines indicate walls/boundaries that cannot be seen due to overlapped areas.

    EDIT: Submitted a 2nd radar images containing arrows paired with a number, the number represents the photo on this post from the top to the bottom, and its paired arrow represents the location/angle of the screenshot taken.

    EDIT: Photo 1 and half of Photo 2 are entirely redundant now. I demolished almost everything seen in Photo 1 and rebuilt it into something better.

    EDIT: Now available on the workshop for public review: http://steamcommunity.com/sharedfiles/fi…s/?id=479977650



    A short Q&A based off previous playtesting

    Q: Where is mid?

    A: There are 2 Mid areas, the first one is just below A site and extends all the way to the left. Terrorists have the advantage of asserting a lot of control over this mid if they decide to make entry from the far left, however this leaves some considerable distance between there and A site. The second one is below in the tunnels, which provides CT's with a slightly higher level of control.

    Q: Why is the first mid and A site so close together?

    A: A site is (or will be) an easily defensible territory for CT's with considerable amounts of cover. Taking A site is not as easy as you think.

    Q: The hole in the wall below A site is OP for CT's, why?

    A: Not as much as you may think. As a T, try running into short A (The apartment area containing the 2 couches and table), look through the window, through the hole in the wall. That is a one way line of sight.

    Q: Why are the tunnels flooded?

    A: A problem I faced early on in the map is sound scoping with overlapped areas. It was annoying (Especially as a CT) having to distinguish where enemies where when some were above ground and some in the tunnel. Now, players running through the flooded areas make that very distinguishable "Sploosh" sfx.

    Q: Why texture your map with stock textures when you plan on replacing a lot of it with custom textures later on?

    A: Because that is the way I work. I like to get a feel of the theme before I start upgrading it. A texture that I intend on replacing in the future represents a custom texture that I want to base it off in a similar design.

    Q: Will the bridge at T spawn be accessible? Or any of the long surrounding areas?

    A: No, i'm still thinking of a way to block those areas off (Or redesign the lot, idk yet)

    Q: This map is T sided in my opinion, why?

    A: Because most maps in the current matchmaking rotation are considered highly CT sided (Inferno, Mirage, Cache, Overpass, Train). I like to shake things up in the opposite direction

    Q: Are there any boost spots?

    A: Currently there is one boost spot for CT's, and it is a tricky one indeed. As a CT, have a team mate boost you onto the gate between tunnel stairs and B site, then jump onto the wooden beams above tunnel stairs. I never actually intended on making this a boost site, it was discovered through playtesting, but I liked it so much I decided to leave it in there.

  • laminutederire
    • July 9, 2015 at 8:57 PM
    • #2

    These look pretty dark :(

  • Lelouche
    • July 9, 2015 at 9:04 PM
    • #3
    Quote from laminutederire

    These look pretty dark

    Yeah I plan on fixing that

  • Upperdawg
    • July 9, 2015 at 11:36 PM
    • #4

    Must agree on the lighting and I'm afraid I can't tell you more atm. I saw that you were planning on adding an overview/radar which will make it much easier to get a feel of the map. It would be nice with a descriptive text to the screenshots as well so we know what we're looking at :)

    Looks promising. I'll check in later to see the updates. Keep it up and good luck!

  • text_fish
    • July 10, 2015 at 8:28 AM
    • #5
    Quote from Lelouche

    Hello.

    I've been staring at these stairs, trying to figure out how they work. Why does half of the upper-set of steps just end in certain death? (or at least broken ankles).

  • Lelouche
    • July 10, 2015 at 7:15 PM
    • #6
    Quote from text_fish

    Hello.

    I've been staring at these stairs, trying to figure out how they work. Why does half of the upper-set of steps just end in certain death? (or at least broken ankles).

    Because I haven't finished making them!

  • text_fish
    • July 11, 2015 at 8:16 AM
    • #7

    Aha. I would strongly advise building WIP geometry using dev textures.

  • Lelouche
    • July 12, 2015 at 12:48 AM
    • #8
    Quote from text_fish

    Aha. I would strongly advise building WIP geometry using dev textures.

    What I meant when I said "I haven't finished building them" is that I never liked them, in fact I hated the entire sector they were built into. I had plans on demolishing the entire area, and as of yesterday I've done just that. The layout looks roughly the same however... but just for you that ledge of death now has a railing

  • jackophant
    • July 12, 2015 at 11:57 AM
    • #9

    And what text_fish is suggesting, is that you should have used greyboxing to work out an area you did like before you started detailing.

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