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de_oakwood

  • Freaky_Banana
  • March 11, 2016 at 1:05 PM
  • Shibou
    • May 23, 2016 at 12:56 AM
    • #41

    Thx to @JustFredrik I've been able to solve some minor lighting issues and concentrate a bit more on blocking.

    Spoiler

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

    [Blocked Image: http://i.imgur.com/Atcqe3I.jpg]

    [Blocked Image: http://i.imgur.com/Mtaymu2.jpg]


    The colour for player guidance on Bombsite B will be orange. Maybe that orange right now is a bit intense but its a nice contrast to the rest of the surroundings.

  • Shibou
    • May 26, 2016 at 11:56 PM
    • #42

    I got the strange feeling that I've to do something against all the claustrophobic interior parts of the map. Bright surfaces and glass seem to be the solution. Between Bombsite B and CT-Part of Mid is now a room (just decoration) that allows to look from Mid into entrance of B. The sightlines will be more blocked by other stuff. I am trying to let it look like an office.

    Yet i like the idea that careless players rushing through Mid might be seen from B and catch a hit from there.


    [Blocked Image: http://i.imgur.com/t0YPmNz.jpg]

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

  • Freaky_Banana
    • June 4, 2016 at 2:19 AM
    • #43

    Heyho guys,

    we just wanted to share our progress on oakwood. After loads of planning, blocking and private testing, we are now confident enough to reveal the changes made to A!

    I will give you a brief rundown of what changed, illustrated by the following screenshots, which I collected during playtests with Shibou.


    We have moved the entire A-site one level up, and added this balcony outside, which you have to take to get into A from CT-side

    Surrounding the balcony is the newest part of the map, in which I messed about a bit with the environment oakwood is placed in. (I still have to fix the shadows on the cliffs though :P )

    This is the view towards balcony from CT-side. The forklift is an alternate path up onto the balcony, offering a new angle of approach Ts have to defend against. (the door is glitched, it's supposed to be metal and not black ^^)

    The view from the bottom of the balcony's acces ramp towards small and CT-spawn

    The T-side of A has been turned into a riverbed leading up to the Ts new entrances into the site, located in the sewer system of the facility.

    The terrorists have the choice to either rush straight up through here:

    or take the safer way around and into the back of the halls around the A-site.

    The last entrance is the one through mid. We added verticality here as well:

    And finally the site itself. We move in from balcony (CT-side)

    get into the site ...

    and have a look around...

    before we exit into the halls (tunnels) around the site: (here we're looking from the halls into site)

    this shot shows the two new T-entrances intot the area surrounding A.


    Last but not least, a really cool picture of a version we temporarily (and only accidentaly) had. (bounce-values are important guys!)


    disclaimer for this post:

    Yes, the satellite bowl and the radome above A-site are only temporary placeholders which we're looking to replace with proper models asap! (Any help is appreciated :) ! )

    These pictures were taken in a fast-compiled version!

    All textures can still be changed, none of them are definitely final, but let us know what you think about the direction this project is going :) !

    Cheers!

  • 'RZL
    • June 5, 2016 at 1:20 PM
    • #44
    Quote from Freaky_Banana

    On 6/4/2016 at 3:19 AM, Freaky_Banana said: All textures can still be changed, none of them are definitely final, but let us know what you think about the direction this project is going :) !

    Cheers!

    I like the direction you guys are going, looks really promising! Keep at it!

  • Freaky_Banana
    • June 5, 2016 at 4:57 PM
    • #45
    Quote

    3 hours ago, 'RZL said: I like the direction you guys are going, looks really promising! Keep at it!

    Thanks for the kind words of encouragement RZL !

    Shibou and I are both highly motivated to keep the flow going with constant updates and releases :) !

  • Shibou
    • June 11, 2016 at 11:13 PM
    • #46

    As we have done some changes to the layout I am now adding a new Overview. (this time its even up to date, yet not implemented in the workshop version... )

    Spoiler

  • mr.P
    • June 12, 2016 at 11:56 PM
    • #47

    the name is cool

  • Freaky_Banana
    • June 21, 2016 at 12:20 AM
    • #48

    Update time (and hell of a good one :D )!

    The rest of the pictures is found on Imgur:

    http://imgur.com/a/aXsVy

    Full credit for a lot of the textures to @Skybex!

    So as you can see, we started adding detail (especially textures). But before we really go to town on them, we wanted to finalise the layout and have therefore asked for a playtest spot for tomorrow evening (tuesday)!

    For anyone who wants to run around the map solo before, here's the workshop link:

    http://steamcommunity.com/sharedfiles/fi…s/?id=646851811

    If we get it, Shibou and I are both superexcited to see you there ;) !

    Cheers!

  • Shibou
    • June 21, 2016 at 8:14 AM
    • #49

    Excitement confirmed! :D

  • Freaky_Banana
    • June 21, 2016 at 8:05 PM
    • #50

    OK so I seem to somehow have missed out on the fact that there are no playtests on tuesdays (anymore? I could've sworn there were :D !).

    Therefore oakwood will probably be in a playtest later this week. But we are going to use the extra time, and get rid of the very last bugs we can find!

    Cheers!

  • Freaky_Banana
    • August 6, 2016 at 1:21 AM
    • #51
    Quote from Freaky_Banana

    On 21.6.2016 at 9:05 PM, Freaky_Banana said: Therefore oakwood will probably be in a playtest later this week.

    Well ... I guess that didn't happen. But now we're back to show you the stuff we've been working on and to finally get that damned playtest done :D !

    The workshop isn't up to date, since we're experiencing problems with our cubemaps, but we'll fix that until the playtest in approximately three weeks. Please enjoy the pictures anyways :).


    Apart from the visuals we've also tweaked gameplay a bit, namely adding more cover into both bombsites, improving visibility in mid and making the door in B a squeaky. (The pictures below only show B where the small wagon offers a good position to hold from against a straight B rush coming out of the terrorists and can also be used in retake-situations to get up onto the server from window or generally the CT-side of B. This should help CTs to retake the site quicker than before)

    As always let us know what you think!

    Cheers !

  • RA7
    • August 6, 2016 at 1:28 PM
    • #52

    Looking pretty sweet. But it looks a bit too clean at some points.

    The edge of the doorway looks a bit odd, and maybe some dirt from the sewer?

  • clankill3r
    • August 6, 2016 at 4:01 PM
    • #53

    Since when is lanmaniax back?

  • RA7
    • August 6, 2016 at 5:24 PM
    • #54

    Since 2 weeks :)

  • Shibou
    • August 6, 2016 at 5:30 PM
    • #55
    Quote from RASEVEN

    4 hours ago, RASEVEN said: Looking pretty sweet. But it looks a bit too clean at some points.

    The edge of the doorway looks a bit odd, and maybe some dirt from the sewer?

    Thanks for the compliment.

    There will be alot more dirt when we come to more detailing, it is already on the todo list. :D

  • Freaky_Banana
    • October 4, 2016 at 10:36 PM
    • #56
    Quote from Freaky_Banana

    On 6.8.2016 at 2:21 AM, Freaky_Banana said: Well ... I guess that didn't happen. But now we're back to show you the stuff we've been working on and to finally get that damned playtest done :D !

    The workshop isn't up to date, since we're experiencing problems with our cubemaps, but we'll fix that until the playtest in approximately three weeks. Please enjoy the pictures anyways :).

    you'd think we learned from our mistakes wouldn't you ? Well we didn't, but we will keep going until we get it right !

    So once again, we (and this time in full confidence) happily announce that if we get the small rest of work done until then, de_oakwood will finally find its way into the MapCore Playtest again on sunday!

    Here is a small sneakpeak ;) :

  • Shibou
    • October 4, 2016 at 11:26 PM
    • #57

    that'll be great ;)

  • Freaky_Banana
    • October 9, 2016 at 11:52 AM
    • #58

    We have now submitted for a playtest later this day! (Sorry for the short notice, dear admins)

    In case we get it, we really hope to see all of you there :) !

    But if we don't, we don't want to let you hanging, so here are some pictures of what's new!

    Also feel free to check it out ahead of time if you like!

    https://steamcommunity.com/sharedfiles/fi…s/?id=646851811

    Cheers :) !

  • Shibou
    • October 9, 2016 at 6:36 PM
    • #59

    for those who are interested in the callouts:


  • Shibou
    • October 12, 2016 at 9:49 PM
    • #60

    Thx to everyone who participated in the playtest on sunday. The feedback we received will be very benificial for future iterations.

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