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De_Scrapheap [WIP]

  • Iceberg
  • September 22, 2015 at 8:49 PM
  • Iceberg
    • September 22, 2015 at 8:49 PM
    • #1

    Hi guys, today I decided to publish a map that had long waiting to get new ideas, I'm working on various topics trying to give good gameplay and have attractive, well I hope your valuable opinions.

    workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=507826630

    Some screenshots:

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

  • Quotingmc
    • September 22, 2015 at 9:05 PM
    • #2

    screenshots? Also what is the purpose of the space in the far bottom right? It is also hard to tell exactly what the mid area is like/what is accessible. Could you go around the walls of the map with white lines in paint or something?

  • Iceberg
    • September 22, 2015 at 9:08 PM
    • #3
    Quote from Quotingmc

    screenshots? Also what is the purpose of the space in the far bottom right? It is also hard to tell exactly what the mid area is like/what is accessible. Could you go around the walls of the map with white lines in paint or something?

    If, right now I'm doing in Ps, just upload a first image of the layout, sorry for the mistake

  • Iceberg
    • September 23, 2015 at 8:22 PM
    • #4

    more screenshots

    http://imgur.com/a/bUtOm

  • maladus
    • September 23, 2015 at 10:51 PM
    • #5

    Bombsite A I feel is the best part of this layout since it offers a few different routes into the bombsite. I would encourage you to look for opportunities to highlight teamwork in this map. For example, the wall outside of A by the scaffolding (the 7th image in the imgur album) is currently accessible from both sides via a ramp on one side and a series of boxes on the other. If however you changed this so that the only way to get up and over the wall was through boosting (where one player jumps on top of another), then you'd have a pretty good spot where the same effect you are going for is achieved but in a way that rewards teamwork and planning.

  • MaanMan
    • September 24, 2015 at 12:51 AM
    • #6

    Here is a little SDK tip for you. When painting geometry you can use the smooth effect to average out the points on a displacement.

    Also there is a very long sight line from T spawn to the Middle area.

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