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Theme is an abandoned mining town.
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Theme is an abandoned mining town.
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Any screenshots?
Hi everyone. Sorry I couldn't make it to the last playtest. I've gone through the demo a couple times and hopefully fixed some of the jarring problems the map had.
Here's both layouts for comparison
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Summary of changes:
I know you guys don't like greyboxes on playtests, should I detail a bit before going for another one?
I don't think anyone minds greyboxes. It's mainly what we test.
Looks like you've snaked a lot of routes, is this to fix sightlines?
Quote from VayaI don't think anyone minds greyboxes. It's mainly what we test.
Looks like you've snaked a lot of routes, is this to fix sightlines?
Some of them yes, the one in "top mid" is just a staircase.
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So I've decided to redo B entirely.
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Any thoughts on the new B ?
I changed up A a lot too. I removed the heaven entry and simplified A long.
This is probably the only non standard thing left:
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Is there a workshop link for the map? I would like to check it out in-game.
There is but it's a few months old. http://steamcommunity.com/sharedfiles/fi…s/?id=632996405
edit: updated now but haven't changed the radar. I'll make a few more tweaks before going for a playtest.
Alright here's the new layout.
New, as mentioned in above posts:
B completely redone
A long entry simplified
tweaks all over...
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I think maybe there's not enough mid control for CTs, maybe I'll add some kind of window. I'll see after the playtest.
Some thoughts from yesterdays playtest:
Potential issues:
The good stuff:
Personally I like the A-setup! T's are at a disadvantage if they only push at 8 since CT's have the high ground. The CT peek is risky though since T's can easily take control of 7, and they now have 2 entrances to the site (through 7 & 9) and control over the courtyard (8). I think this is interesting and I wouldn't actually change much in this area ![]()
Wow thanks, that's some feedback.
I've actually fixed some of the problems you listed straight after the playtest including b entry and (5) sightline. Interestingly I also extended CT spawn exactly like you posted. Moved T spawn back too, to widen the timings a bit.
I was about to dig into mid and make it more traditional but I think I'll keep it like this for now. Maybe I'll add some kind of overpass toilets thing to make the area more interesting.
Been mapping a bit lately. Don't have any pretty compile pics because I haven't decided on time of day yet, might go for night. Here's some wip:
Some scenery outside B site
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Mid:
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And here's a crazy new idea for B
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There's a ladder going down into a mineshaft which comes out into a ramp leading to B site. The ramp is quite deep and the headpeeks might be a bit much tho.
I like the displacement work. I recommend you go for mid day and clear blue sky.
Quote from Radu3 hours ago, Radu said: I like the displacement work. I recommend you go for mid day and clear blue sky.
You could say, you'd want it to be... high noon.
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Quote1 hour ago, 'RZL said: You could say, you'd want it to be... high noon.
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Scheduled the playtest on sunday.
Compiled it from old placeholder light_env and sky so they don't even match, and the light is a bit on the dark side. It should do for a playtest tho.
Keep going!
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Please don't use that rock wall like that! All that dense geometry under the surface will be rendered and wasted. If you decompile the model and pull off a few pieces, you'll have a lot more control over the overall look as well. You could even recolor the texture to match the ground.
Really love the look though, can't wait to see more ![]()
Update
I've been using subdivide a lot for this map, it's magic.
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I got T spawn done, and part of CT.
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(circled: visibility problems) I know people complained about visibility a lot on the playtests- I did try to address this but not too sure how successful it was.
Added a lamp at A long[Blocked Image: http://i.imgur.com/MXXScLM.png]
Brighter/cleaner textures at mid
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I'm still using the optimization disaster stone wall
But I did recolor the stonepath decal to match it.
I've changed up B too. The mineshaft was really annoying to play. Mid is unchanged and Ts can still get to B from mid unchallenged.
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This was originally going to be a desert cowboy town but then turned more into a northern mining town. So maybe a name change wouldn't hurt, something like de_goldfield ? Sanchez is pretty cachy tho might just keep that even tho it's not mexican/southern at all.
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