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[WIP] De_Glace

  • NikiOo
  • May 25, 2017 at 3:40 PM
  • NikiOo
    • June 20, 2017 at 8:59 PM
    • #21

    Just finished the playtest. Got a lot of feedback and I am already working on the next version of the map focusing on fixing shitty angles and improving middle.

    Here are some heatmaps that were generated from the playtest:

    Player paths:

    Although I have made a lot of changes to middle and the connectors to the bombsites, in order to make it more viable for Ts, it was still dominated by CTs because of the close camping positions and bad timings.

    Shots fired:

  • NikiOo
    • June 21, 2017 at 10:11 PM
    • #22

    Here are some screenshots from the next update. Still not on the workshop:

    - I added these crates to block off the long sightline from inside the bombsite to the T bridge:

    - Ladder decal has been added here:

    - Squeaky door is bigger now:

    - B site aesthetic changes:

    - Now this is something I am not entirely sure if it's a good idea but there you go:

    It's a new entrance for Ts to middle. I have connected outside B Long to the little vent room on middle, which before was a very common position for CTs to defend middle from but now it will be more contested. This ladder is like Pop Dog on Train or the ladder on Overpass, it is an option for CTs to push it but they are very unlikely to do so early in the round, because they would be in a significant disadvantage if they end up facing an enemy Terrorist on the other side.

    - So now in order to make it easier for CTs to defend middle and to prevent Ts from easily invading CT spawn and window room, I decided to remove the box below the vents so now Ts need a teammate to boost them:

    Also if a CT decides to drop down, he is committed to defending that position.

    - And I added this Radio Tower, which is pretty tall and can be seen from most parts of the map:

    It also contrasts with the back wall and it is easy for CTs to tell exactly where Ts are coming from.

  • NikiOo
    • June 28, 2017 at 5:52 PM
    • #23

    I thought middle was too open and boring so I decided to rework it:

    I added a central building that divides it in half:

    Second middle:

    What this does is, it makes it easier for Ts to take control of middle and quickly reach the B connector and support their teammates on the B site, which is difficult to take only from B Long.

    Also there are more positions for CTs to play, but they are not hard to check camping spots, like it was before behind the crates and right next to the T entrance.

    CTs can play from the central front facing door, they can play from vent room, they can play from Second middle, or they can push Squeaky from B.

    Mid window also connects to a walkway inside the building separating middle.

    There is also a boost spot between the central building and the Radio tower.

    It certainly needs some tweaking. I want to make it so the cross can't be blocked off with only one smoke.

    I have also removed the connector from Outside B Long to Middle that goes into Vent Room.

    I hope you've made middle more interesting. Please tell me what you think about it. I'll playtest it and if it does not work I will try something else.

  • NikiOo
    • July 1, 2017 at 7:31 PM
    • #24

    V6 coming to the workshop tomorrow with the new middle, removed underpass and other small changes:

    - Moved upper B box forward

    - Added crates on A to fix weird angles

    - Upper container on the Ship has been cut and there is an invisible ladder

    - Fixed clipping problems

    - A crate under the vents

    - Fixed clipping issues

    Here are some screenshots:

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

    The goals of this update are:

    - Make mid easier to take for Terrorists

    - Give CTs more options to play A

    - Concentrate the action to 3-4 choke points

    CTs arrive to middle around 3 seconds earlier than Ts so they can take pretty much any position they want. While Ts can now more easily take control of Squaky/B short, it is still difficult to work off that control and take the site.

    I'll make a new layout with updated callouts after I recompile this version (because of that stupid ladder that does not want to render).

  • NikiOo
    • July 4, 2017 at 10:18 PM
    • #25

    Here is the new radar:

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

    With some callouts:

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

    Had some problems with aligning the radar but it should be fixed and uploaded to the workshop by tomorrow.

  • NikiOo
    • July 9, 2017 at 10:46 PM
    • #26

    Thanks to everyone who took part in the last playtest. It finished with something like 16/3 score and despite the teams being a little unbalanced, it was actually very T-sided. But good thing is, I got a lot of feedback and I have some ideas on how I can fix the biggest issues. I am already working on the next update so here are some screenshots just for the sake of it:

    Try guessing where this is:

    And some skylights:

    And a truck prop I am still working on, decided to try it out in-engine:

  • NikiOo
    • July 12, 2017 at 10:47 PM
    • #27

    This is what I made in the last 2 days:

    I don't know what I think about it. Not very positive about how it turned out.

    I wanted to move the B connector closer to the CT side of middle, so I decided to move the whole site, which might not be that bad of an idea, then I connected the connector room/old squeak to the old vent room and got rid of the vent. And also I wanted to make it so the Ts have to fight for control of that sidewalk area next to the ship and then get access to the inside of the ship, but then that curvy path is giving me nightmares.

    What do you think about this new ****ty a** layout?

  • King Skizzy
    • July 13, 2017 at 3:31 PM
    • #28

    I just looked around and here are some things that I noticed:

    It would be nice to see the entrance on the right become a window so that it adds some height variety as well as being able to contest the platform on CT side more easily.

    A terrorist could easily smoke off the cross and make their way to B uncontested which I think is a problem because I already think that the sites are hard for CTs to hold. Having another entrance onto site for free would most likely result in a successful bombsite take everytime because CTs will be overwhelmed.

    I had a bot stand right next to the wall below and as you can see they are barely visible even when standing forwards. No player in their right mind would stand any deeper into the balcony as a CT so it gives every possibility that a T could slip past onto site. This is a problem because like I said before I think that it is very hard to hold site as a CT and with an additional entrance onto site for free it is even more difficult to hold. I think this problem of it being hard to hold a site comes down to the size of your bombsites being a bit small so there are not many places to watch areas from all of which can be easily smoked off or burning CTs out of their position.

    Also, what is the size of your map in units?

  • NikiOo
    • July 13, 2017 at 4:57 PM
    • #29
    Quote from King Skizzy

    On 7/13/2017 at 5:31 PM, King Skizzy said:

    A terrorist could easily smoke off the cross and make their way to B uncontested which I think is a problem because I already think that the sites are hard for CTs to hold. Having another entrance onto site for free would most likely result in a successful bombsite take everytime because CTs will be overwhelmed.

    This is one of the biggest problems of V6, that's why I tried moving the connector deeper towards CT.

  • NikiOo
    • July 15, 2017 at 7:28 PM
    • #30

    The size of the current workshop version [v6] is ~4250x4700, while on [v7], which I'm currently working on, it is ~4350x4350.

    By the way here is V2 of 'GLACEDOORFRAME' :

    And the concept art for this:

    Compared to the old one:

    Thankfully this one fits in the gap perfectly so I don't have to cut little triangles for the corners.

    Basically I added some more detail and a roll up thingy on the top.

    And yes, I will texture it.

  • NikiOo
    • July 16, 2017 at 4:31 PM
    • #31

    V7 is out on the workshop and it will be playtested in 2 days.

    Here is the overview with a non-distracting background:

    Before/After gif:

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

    And some screenshots:

    - T path to B now has a boost to middle:

    - Long B:

    - B site bomb plant zone is now only underneath the warehouse roof:

    - CT path to B:

    - New B connector, now featuring Skylights™:

    - B plat:

    - Middle:

    - Top mid:

    - Top mid, the tower has been moved:

    - Second mid/A connector:

    - A connector:

    - The bomb plant zone on A has been moved back, it now starts from where the crane starts, so playing outside the ship is more viable for CTs and Ts don't have an easy safe plant. Also the small box in the middle of the prow has been removed and two new boxes have been added to block the view towards CT garage:

    - The ladder has been moved behind this box:

    - Another screenshot of Second mid:

    - New T spawn, extremely simplistic:

  • Rad
    • August 6, 2017 at 10:21 PM
    • #32

    How do you make those heatmaps?

  • NikiOo
    • August 7, 2017 at 7:33 AM
    • #33
    Quote from RAD

    9 hours ago, RAD said: How do you make those heatmaps?

    Terri programmed it. It generates a heatmap after every playtest.

  • Vaya
    • August 7, 2017 at 12:04 PM
    • #34

    Hi Nikioo


    whats the dotted line on the overview? looks liike you are going further in wrong direction with the layout- you should be simplifying the connectors and opening the space up to make it fair for both teams.

  • NikiOo
    • August 7, 2017 at 12:09 PM
    • #35
    Quote from Vaya

    On ‎8‎/‎7‎/‎2017 at 2:04 PM, Vaya said: Hi Nikioo


    whats the dotted line on the overview? looks liike you are going further in wrong direction with the layout- you should be simplifying the connectors and opening the space up to make it fair for both teams.

    There is no dotted line. I am working on improving the choke points and the connectors to middle.

  • NikiOo
    • August 19, 2017 at 10:53 PM
    • #36

    Some screenshots:

  • NikiOo
    • August 22, 2017 at 3:31 PM
    • #37

    Been working on the truck. Added some more detail. It will make it's return to the map once I actually texture it:

    Spoiler

    Hope I haven't reached the poly limit.

    Here is a weird ass tire:

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

  • grapen
    • August 22, 2017 at 7:26 PM
    • #38
    Quote from NikiOo

    3 hours ago, NikiOo said: Been working on the truck. Added some more detail. It will make it's return to the map once I actually texture it:

    http://# Hide contents

    Hope I haven't reached the poly limit.

    Here is a weird ass tire:

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

    Look in the upper middle part of Blender to see your scene tri count, select pieces to see their individual tri count. Go into your mesh properties, check auto smooth and start smoothing those curved surfaces/declare hard edges.

  • NikiOo
    • August 22, 2017 at 8:28 PM
    • #39
    Quote from grapen

    1 hour ago, grapen said: Look in the upper middle part of Blender to see your scene tri count, select pieces to see their individual tri count. Go into your mesh properties, check auto smooth and start smoothing those curved surfaces/declare hard edges.

    Thanks, grapen. Took me some time to find that Auto smooth thing but it seems to work really well. I've never really tried smoothing my props. Does that effect actually translate to Source?

  • grapen
    • August 23, 2017 at 7:22 AM
    • #40
    Quote from NikiOo

    10 hours ago, NikiOo said: Does that effect actually translate to Source?

    Yep yep!

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