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[Pre-release] Sirius

  • El_Exodus
  • May 24, 2017 at 12:25 PM
  • El_Exodus
    • May 24, 2017 at 12:25 PM
    • #1

    Sirius aka the map without any progress through ages

    The layout has been in development for quite a while and it seems to be pretty solid with only possible minor adjustments in the future. Some untested new gameplay elements were implemented recently. There hasn't been an art pass yet, it's basically a single huge placeholder whereever you look. I am psyched to change this!

    The contest will mark the kick off of the art pass. Tons of new programs and workflow pipelines are ahead of me and i welcome this challenge.


    I will be working on this project completely on my own to maximize the learning experience. I hope i can finish this sucker finally this year despite of university exams and several other projects. It's been way too long.

    http://steamcommunity.com/sharedfiles/fi…s/?id=535066567

    http://steamcommunity.com/sharedfiles/fi…/?id=1217279476

    Previous thread end:

  • NikiOo
    • May 25, 2017 at 4:22 PM
    • #2

    I like the architecture of the map. Will check it out in game when I have time. BTW how did you make that heatmap image?

  • El_Exodus
    • May 26, 2017 at 3:52 PM
    • #3

    The heatmap has been generated after a Mapcore playtest. Really cool stuff if you ask me :)

  • El_Exodus
    • December 1, 2017 at 5:09 AM
    • #4

    DE_SIRIUS [Pre-release]

    http://steamcommunity.com/sharedfiles/fi…/?id=1217279476

    With plenty of time left in the contest (2 hours) i am also finally publishing Sirius. I hope the map is somewhat enjoyable to look at and - more importantly - fun to play! :) I am really proud of the layout and hope people will enjoy playing on it.

    The map is by far not in its final state yet. I plan to further iterate the visuals and also the layout, if there is need for it.

    Thanks for hosting this Contest! Without it, my motivation to push through this map would have been much lower.

  • harmy
    • December 19, 2017 at 2:07 PM
    • #5

    little feedback after one game:

    1: CT B Side, for me it's too T, you don't really have time to set up as CT and if the enemy has a good spawn they run out B main like 2 Seconds after you entered B as CT.

    2: The little Corner in the Doorway in front of A (from T Side), you can stuck at the corner which bothered me and probably will bother other players, Ingame Clip


    can't say if i like it so far or not, it's something new for sure. And btw. i get good FPS, no problems, you did a really good job there

  • FloppyFins
    • December 21, 2017 at 7:43 PM
    • #6

    Absolutely love this map! Of all of the maps I've tested so far, this map is by far my favorite!

    A site felt balanced and had a ton of interesting angles! What I discovered while playing was that heaven gave you a huge advantage over A, and it became more heavily contested than the site itself during a couple of the rounds. What I loved most about that part of the map was the risk involved in overtaking it! Although on the first round the metal detectors felt like a bit of a gimmick, we all quickly realized the importance of the audible cue and why it was such a fantastic addition to the map! CT side was also faced with an additional challenge with one of my favorite angles in the map.

    This angle allowed for CT to defend A and heaven, but forces the player to fall back in to mid instead of A if they become overwhelmed. This, in my opinion, was a fantastic trade-off! The CT angle along with the metal detectors made the battle around this corridor a lot riskier, with the payoff of having a lot more control over A. The site felt balanced and allowed for a lot of interesting tactics without being overly complicated! I personally felt like the double doors on CT side were unnecessary due to the already challenging rotation a CT player would face if they had to fall back and retake A through the underpass, and the squeaky doors in the site seemed to confuse players due to the fact that there were two white doors with a red frame and two red doors with a white frame. Too many times I'd see newer players get confused and frustrated when being told the enemy was through the squeaky doors, but not knowing which ones to check.

    The weak point of the map to me was B site. Rotations became a hassle due to the awkward angles and positioning, and once the bomb was down it was rarely defused. From CT spawn the entrance to B was too claustrophobic and made retaking the site extremely challenging. The connector through middle felt awkward as well, as the height put the player at a disadvantage due to the angle you entered on.

    The entranced gave the attacking team very little room to work with. The player had the option of instantly dropping down or jumping on to the railing, but it would put the player in a position where they had no time to recover their aim or check every corner. The result was the player being confined to the small space between the railing and the wall. Watching this angle from the back of B was easy due to the small size of this entrance. It was also the only connector from mid, which brings me to my last complaint.

    Mid control played a very minimal role on this map. Rushing through mid to A through CT spawn never made sense, and the only B entrance through mid was the balcony. The shape of mid itself was fine, and the connectors positions were as well. I think it all just comes down to B and its rotations.

    I would suggest bringing the balcony out past the wall. It would give players a lot more room to push out and check corners while maintaining accuracy, without making the spot too powerful or unfair.

    This would also make it an excellent spot to watch the planted bomb once its down, so taking mid control would be a lot more important in the map! I would also open the back entrance from CT side up a lot more.

    Anyway that's just my opinion and I'm excited to see this map finished regardless of which direction you take it in! Sorry for the long post and I apologize if I was too harsh! I actually really loved this map and I'm dying to play it more! It felt like a classic "four square layout", but with connectors and occasional verticality that switched it up and some unique gameplay! It was visually clean and enemies were always easy to spot. It also ran very well!

    Despite its unfinished state, its already one of my all time favorites!

  • El_Exodus
    • December 21, 2017 at 11:46 PM
    • #7

    Thanks for the feedback @harmy ! :)

    @FloppyFins Man that is some excellent feedback! Thank you so much for this!

    Mid and especially B site will undergo layout changes. Most complaints i heard during the past few days were referring to B site. However, I still have to figure out how exactly I am going to approach these adjustments. I like your suggestion for the balcony, probably will try this one out. :)

  • El_Exodus
    • January 11, 2018 at 1:55 AM
    • #8

    Updated the map for the final deadline! Good luck to all the other contestants! May the best map win.

    http://steamcommunity.com/sharedfiles/fi…/?id=1217279476

    Unfortunately, I didn't even get remotely close to what i wanted to achieve originally, but I tried. This project isn't over yet and will be finalized eventually. Some rather big reworks are potentially coming in the future. I just haven't decided how to proceed yet.

    Huge thanks to Mapcore and Faceit for this amazing opportunity! The prizes, the playtesting week, everything really... - it was a blast!

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