Coming to think of it, both sites are extremely hard to hold for CTs. From 2v2 playtests it is quite hard to determine the successfullness of a site. To fix this add more cover and make the site considerable bigger. Also, maybe give CT boosts and strong positions in which to hold the site to give them an advantage over the already advantaged Ts.
de_sawmill
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Quote from swst.turnDisplay More
I ran along map, here some thoughts:
First of all squeaky is way to slow and narrow, Ts will be exterminated there through spammable windows, also squeaky fence isn't clipped, btw CTs can spooky hide behind the door

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In my opinion A for CT is very hard to hold, there is heavy lack of covers. If T will have middle and push A from 3 directions (mid, main, squeaky) CTs have no chance to defend site, add here rotation time of CTs about 15 seconds (roughly measured) and you will get easy rounds for Ts. Also Ts can boost and pick CTs behind wood stack through middle to A connector windows.
I think it's possible to increase awesomeness of saw blade on B by turning it into a cover, if remove second(central) way for Ts, cause I think it's give a advantage for Ts (imagine to hold 5 men rush from 2 ways with almost same timings) and creates too easy flanks for CTs.
Also CTs can easily pick Ts going from Mid to B, very confusing sightline for Ts, please fix:
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Some other issues: not all stairs clipped to ramps, incorrectly attached radar, also black textures of glass:
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Thanks for feedback. Already been suggested B middle path be removed so I will do that next update. Clipping of stairs I will also get done, I have just been lazy. Debating on changing squeaky all together but thanks for the comments. Radar is a remnant of a working one from a while back, will delete for next update and the windows are black as I forgot to pack custom content. Will make sure I up my game and remove the small errors for next update.
Thanks again for for showing an interest and for posting feedback

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Quote from Panda
Coming to think of it, both sites are extremely hard to hold for CTs. From 2v2 playtests it is quite hard to determine the successfullness of a site. To fix this add more cover and make the site considerable bigger. Also, maybe give CT boosts and strong positions in which to hold the site to give them an advantage over the already advantaged Ts.
I agree that both sites are really small, you should really look into making them considerably bigger in size

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New Entrance to B for T as well as changes to enlarge A site and shorten Squeaky:
A site
QuoteNew T entrance to B
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Thoughts on changes appreciated! Workshop link is still to latest version
Looking to add more elevation to A site. Several 3v3's and 4v4's today gave some vital feedback which should help to improve the map. I do read and incorporate all feedback where I think it makes sense!
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Make the sites bigger and add cover where appropriate. This will make the map better, trust me, this is the main thing that needs to change at the moment!!!!
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Quote from Panda
Make the sites bigger and add cover where appropriate. This will make the map better, trust me, this is the main thing that needs to change at the moment!!!!
B site was widened by about 128 units and A was opened up by the movement of squeaky (may not be obvious due to wood stack on site also moving across.
Experimented with cover on B and have a few new ideas. Thanks for the comment.
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Quote from Quotingmc
B site was widened by about 128 units and A was opened up by the movement of squeaky (may not be obvious due to wood stack on site also moving across.
Experimented with cover on B and have a few new ideas. Thanks for the comment.
Okay, I'm not sure when you made the changes but it's nice to know that you're acting on feedback. GOOD JOB!
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A lot has been changed! Workshop is up to date (may be black textures and out of date radar as I am lazy and run test updates on it regularly) , feedback is very much needed and appreciated!
Link: http://steamcommunity.com/sharedfiles/fi…s/?id=553156940
New mid to A connector (rotation times from 9 to 13 seconds):
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New CT Spawn entrance to A and Mid plus the return of the excavator:
QuoteNew fancy T spawn (Very work in progress):
QuoteNew back path to squeaky to allow T's a safe route of crossing the T side of A:
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Quote from QuotingmcDisplay More
A lot has been changed! Workshop is up to date (may be black textures and out of date radar as I am lazy and run test updates on it regularly) , feedback is very much needed and appreciated!
Link: http://steamcommunity.com/sharedfiles/fi…s/?id=553156940
New mid to A connector (rotation times from 9 to 13 seconds):
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New CT Spawn entrance to A and Mid plus the return of the excavator:
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New fancy T spawn (Very work in progress):
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New back path to squeaky to allow T's a safe route of crossing the T side of A:
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I still think the main issue is still apparent: the size of the map.
You can still hear the bomb go down from the other site. I like the layout a lot and think it would play really well, but everything feels a bit too small atm. Making new connectors is fine for now, but I still think you have to redesign them once you make the map bigger.
Take the Mid-to-A connector for example. It's very U-shaped and while that increases the time it takes to go from mid to A, it feels a bit forced. I have a suggestion, but there are multiple ways of solving the issue at hand. Figure something out that works well

Paint FTW! :v
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Quote from Logic
I still think the main issue is still apparent: the size of the map.
You can still hear the bomb go down from the other site. I like the layout a lot and think it would play really well, but everything feels a bit too small atm. Making new connectors is fine for now, but I still think you have to redesign them once you make the map bigger.
Take the Mid-to-A connector for example. It's very U-shaped and while that increases the time it takes to go from mid to A, it feels a bit forced. I have a suggestion, but there are multiple ways of solving the issue at hand. Figure something out that works well

Paint FTW!

I have had people say similar things, the real problem is how. Meeting points are already at 13-14 secs and extending the map would require lengthening already long and boring corridors. I will look into it but I am currently not sure if such a change is viable but if it is needed to save the map, it is a step I may have to take.
Thanks for reading the update and giving some feedback.
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Quote from Quotingmc
New fancy T spawn (Very work in progress):
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I have a suggestion here. Maybe you want to make the T Spawn a place with connection to a river, on which logs are brought to the facility. Just add in a rather big building with a crane or something. Alternatively I brought you this picture:
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Quote from Freaky_Banana
I have a suggestion here. Maybe you want to make the T Spawn a place with connection to a river, on which logs are brought to the facility. Just add in a rather big building with a crane or something. Alternatively I brought you this picture:
[Blocked Image: http://www.aslemetals.fi/media/yleiskuva_aluksista.jpg]
As if you read my mind. I was talking to Psyrius about how I was going to have a dock to the right of T spawn with logs floating down.
I want the map to have a sense of progression with T being the logs coming in, B being cut and CT being shipped onto trains as planks. A would be a storage yard.
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Sounds great, go for it!

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A lots has been happening behind the scenes. decided to go with a night-time setting. here is a quick gif of mid so far:
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Quote from Quotingmc
A lots has been happening behind the scenes. decided to go with a night-time setting. here is a quick gif of mid so far:
This reminds me of pl_goldrush for some reason, the second part where the cart finishes the stage under the bridge.
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Quote from Smileytopin
This reminds me of pl_goldrush for some reason, the second part where the cart finishes the stage under the bridge.
I have had a lot of people say it reminds them of TF2. It is partly based on plr_nighfall also set in a lumber mill at night:
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Quote from Quotingmc
A lots has been happening behind the scenes. decided to go with a night-time setting. here is a quick gif of mid so far:
I am totally digging it : 3 .
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Quote from Freaky_Banana
I am totally digging it : 3 .
Thanks! Hoping to make a youtube video out of the progress shots. For now, some more screens:
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Quote from Quotingmc
Thanks! Hoping to make a youtube video out of the progress shots. For now, some more screens:
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In the second screenshot I noticed, that the reflections on the metal look off. Have you added cubemaps yet ? If not so, do it it's incredibly easy and fast to do and has a imo big impact.
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