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[WIP] De_Glace

  • NikiOo
  • May 25, 2017 at 3:40 PM
  • NikiOo
    • May 25, 2017 at 3:40 PM
    • #1

    De_glace is set on the north pole, where one of the bombsites is in the center of a research base settlement and the other one is on a cargo ship, or a crab fishing ship. The terrorist have arrived with their plane to destroy the scientist's home and blow up their ship (the scientists like to go fish some crab in their free time to make up for the low salary).

    The idea behind bombsite A is that one CT is going to be playing outside the ship, watching the side lane, while the other one is going to be inside the ship itself.

    The way bombsite B is supposed to work is: one CT will play behind the site from the overwatch position and spot for information, while the other CT will be playing Inside the bombsite. Middle can be watched by one CT.

    Middle gives access to the B squeaky as well as A short.

    Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=919675967

    Overview image:

    Callouts:

    Screenshots:

    V4 Change Notes:

    - Added a second entrance to Upper B for the CTs so now getting smoked off is not an issue.

    - Changed squeaky door speed.

    - Terrorists entrance bridge to the ship has been replaced with a Blue Container so they can now safely cross.

    - One of the T entrance drops on the ship has been replaced with a slope.

    - Added a low crate at the front of the ship as minimal cover for CTs playing there.

    - Orange dev texture replaced with a flat and reflective orange texture.

    I will update the workshop version right after I finish the radar file and pack up everything.

    Here is the WIP thread from the 3d forum:

  • NikiOo
    • May 26, 2017 at 10:07 PM
    • #2

    Small update incoming:

    - Fixed some bomb stuck spots. - Extended bomb reset trigger to the bottom of the water. - Fixed a bug where dropping a bomb through a window prop would result in the bomb getting stuck inside the wall. - Clipping adjustments. - Marked bombsite B borders. - Added an iceberg next to the ship to partially block off the sightline from the front of the ship and Outside A. - CT spawn moved 1 second closer to Mid and B and respectively 1 second further from A.

    So now after this spawn points adjustment, the CTs playing on B should reach the corner of B Long at roughly the same time(the CT playing in the site, peeking by the blue container) and the CT playing Upper B should have around 1,5 sec to post up before the Ts peek at Long.

    I just discovered this sightline and idk if it should stay or not:

    The Ts obviously get there first and since the map does feel a bit too T-sided right now I might consider keeping it. Maybe it would be a good feature? It would force the Ts to apply at least a little bit of pressure to mid. And it is also a very high risk high reward for the CT. If he misses his shot, he is dead. I am also thinking of adding some cover in the area of the map where the blue dot is.

  • NikiOo
    • May 27, 2017 at 1:00 PM
    • #3

    Finally found a solution for the problem with the bomb getting stuck under the water. Before there used to be a bomb reset on the surface of the water so if you dropped the bomb, it would teleport back to the location, it had been dropped from, but there was an issue where if a player died in the water, with the bomb, it would be stuck at the bottom, irretrievable. Shipping update.

  • NikiOo
    • May 31, 2017 at 10:19 AM
    • #4

    Playtesting with TopHATTwaffle on Friday, June 2, 2pm – 4pm.

    8v8 Casual playtest.

  • laminutederire
    • May 31, 2017 at 11:57 AM
    • #5
    Quote from NikiOo

    1 hour ago, NikiOo said: Playtesting with TopHATTwaffle on Friday, June 2, 2pm – 4pm.

    8v8 Casual playtest.

    Which time zone? :)

  • NikiOo
    • May 31, 2017 at 12:05 PM
    • #6

    Central Time:

    https://time.is/CT

  • NikiOo
    • June 1, 2017 at 4:27 PM
    • #7

    Check this out:

    The content cannot be displayed because it is no longer available.

  • NikiOo
    • June 3, 2017 at 8:48 PM
    • #8

    Working on V5. Soon coming to the workshop.

    Goals of this update:

    - Balance choke points by adjusting timings

    - Make mid more viable for both the Ts and the CTs

    - Nerf the flank/rotation timings

    Here are some screenshots of the changes:

    - First of all I added these barrels since it was not obvious that you could boost a teammate on top of the container and now it is easier to do so. This also add some tactical depth for the Terrorists when taking the site:

    The content cannot be displayed because it is no longer available.

    Squeaky has been removed and replaced with a wide door for more maneuverability:

    The content cannot be displayed because it is no longer available.

    - Some of the awkward and problematic angles have been removed like the angle from the door to upper B or from the site to the entrance to squeaky from mid:

    The content cannot be displayed because it is no longer available.

    - The box on upper B has been moved back so now it can be blocked off with one smoke and if the CT playing there wants to watch squeaky, he has to expose himself to B Long: The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available.

    - The one way drop ramp in T spawn has been removed to increase the rotation times and prevent CTs who are pushing B Long to take advantage of it and use it as a headshot angle:

    The content cannot be displayed because it is no longer available.

    - New box on A. There was very little cover on the site so I decided to add this one. Not sure how this will affect gameplay. I might completely rework the cover on:

    The content cannot be displayed because it is no longer available.

    - I was thinking of adding some cover to the left side of middle and people requested a way to boost yourself in mid Window Room so I decided to combine the two ideas into this one room:

    The content cannot be displayed because it is no longer available.

    And instead of boosting on the platform/balcony outside, you can go through this vent:

    The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available.

    - Another change to middle would be this silo tank:

    The content cannot be displayed because it is no longer available.

    It blocks the sightline from short window/door to top mid:

    The content cannot be displayed because it is no longer available.

    Other changes:

    - Removed crappy angles

    - Timings adjusted. Ts now arrive at Long B almost at the same time as CTs at upper B and they can get an early pick if they get a good spawn. CTs arrive to middle 2 sec slower

    - Many ramps added

    - Ts can now easily drop underneath the Blue container bridge outside A

    None of these changes are permanent. I am just trying out new stuff to see how it will work out. We had a playtest yesterday and mid appeared to be underused. Still trying to figure out the problem with Sidewalk(check callouts for reference) timings.

    Here is the new Overview:

    So my main goal with this update is to encourage Ts to take mid control and add more tactical possibilities for both Terrorists and CTs.

  • noobgames
    • June 4, 2017 at 1:35 AM
    • #9

    Loving the progress on this!

  • NikiOo
    • June 4, 2017 at 10:52 PM
    • #10

    I've been working on some changes to bombsite A, which was pretty broken. So I though the ship was pretty boring and decided to sink it:

    The content cannot be displayed because it is no longer available.

    I've also blocked off part of the sidewalk with a "glace" and added a new entrance to the ship from sidewalk:

    The ladder has been moved here:

    And this entrance is now on the other side:

    There is a wallbangable blocked off window here:

    Here are some more screenshots:

    So now there is a lot more reliable cover for the CTs, it's more difficult to push the sidewalk and it should be more difficult for Ts to take the site even if CTs are not pushing. Overall I think it's all for good and it feels a lot better than before. The big block in the middle is a stack of shipping containers and the white statue is a crane. I hope you like these changes. I just did a fast compile to show some screenshots and I will put it on the workshop tomorrow when I have time to compile.

  • NikiOo
    • June 5, 2017 at 10:44 PM
    • #11

    It's on the workshop.

    Still have not decided if I'm going to keep that orange silo in the middle or not.

    I am also planning to change the thing between CT and short:

    I used Photoshop for this concept art. It's not that hard to learn. There are some great tutorials out there like this one:

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  • NikiOo
    • June 6, 2017 at 10:16 PM
    • #12

    Small update:

    - Fixed the ladder:

    - Removed the CT opening to middle above short:

    - Removed the orange silo from middle:

    - Changed connector from CT to A:

    - New CT spawn:

    - New connector from Window room to CT spawn:

    Map feels very small right now. No it does not. It's just a prank.

  • NikiOo
    • June 8, 2017 at 4:04 PM
    • #13

    Here are some screenshots from the new connector from CT spawn to Bombsite A, the new connector from CT to Mid window and the new A short, a little longer than it was before:

    And here is the new overlay image with adjustments to the timings:

    The content cannot be displayed because it is no longer available.

    I am still working on the timings. I feel like the CTs shouldn't be able to get to middle so fast, but I do want to keep the new connector.

    It takes roughly 25 seconds for CTs to rotate from B to A through T spawn and 15 seconds through CT spawn or Middle.

    A short is a little bit longer, but the box at the corner allows terrorists to expose themselves to one angle at a time therefore making it easier to take control of A.

    And yes, you can walk on that peace of ice in front of the ship and hide behind that "glace", but you shouldn't be. I always forget to fix that issue.

    This version is not on the workshop yet.

    Also here is a smoke for Upper B/Alley:

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  • mott
    • June 8, 2017 at 7:30 PM
    • #14

    Beautiful brush work. I'm excited to see where this will be heading in the future!!

  • NikiOo
    • June 8, 2017 at 7:34 PM
    • #15
    Quote from mott

    3 minutes ago, mott said: Beautiful brush work. I'm excited to see where this will be heading in the future!!

    Thanks! I am trying to go for a slightly modernistic design.

  • NikiOo
    • June 9, 2017 at 1:48 PM
    • #16

    V5 is out on the workshop with the new connectors and the stretched out short. Filename's still de_glacev4 though. Here is the slick new radar:

    http://steamcommunity.com/sharedfiles/fi…s/?id=919675967

    De_Glace is rotating on 3kliksphilip's playtesting servers (https://lorum.eu.3kliksphilip.com/servers) alongside 9 other maps. Go ahead and check them out. Support the creators.

  • NikiOo
    • June 12, 2017 at 5:48 PM
    • #17

    I decided to replace the nuke door frames with my own designs. I made these low-poly models in 30 mins:

    I think they look pretty cool. Definitely more interesting and unique than the old ones. They will most likely not be orange though, because the main color on the outside is gonna be orange (except for the ship) and I don't want to have too much of it. Also the indoor areas are going to have a different color theme.

    I will make a better/more detailed version of these door frames with actual texture later.

    Here is a concept art that I made:

  • NikiOo
    • June 15, 2017 at 10:20 PM
    • #18

    I was thinking of giving bombsite B a little more personality and a reason for Terrorists to target it and I decided to make it a building/warehouse under construction. Here are some screenshots:

    Nothing is permanent. I'm just trying out new stuff to see how it plays out.

  • NikiOo
    • June 17, 2017 at 8:45 PM
    • #19

    Solar panels:

    The content cannot be displayed because it is no longer available.

    Still working on the base, but I think the tiles turned out pretty well. Now I just need to find I way to align them . It sucks that blender doesn't tell you which vertices you've selected on the UV map. I'll add some shades to the white texture and if it does not look better, I'll increase the complexity of the geometry.

  • NikiOo
    • June 20, 2017 at 7:01 PM
    • #20

    Mapcore playtest in 1 hour.

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