Quote from Harry Poster
I've updated the workshop with the missing color correction. Soundscapes have not been added yet (as so many other things), I'll keep working on this after the contest ends though.
Thanks for the feedback!
Quote from Harry Poster
I've updated the workshop with the missing color correction. Soundscapes have not been added yet (as so many other things), I'll keep working on this after the contest ends though.
Thanks for the feedback!
Congrats on the top 10 Jan , GL in the final
This map is really bold and ambitious. I really dig how you obviously visualized the map experience in your head and then set out to create something very cinematic and dynamic, in that respect you did a fantastic job.
Some of the areas I think the map could be improved in are: the exterior is a bit flat in terms of displacement height. The concrete you use on the structure itself is very low interest because it tiles so much. I think creating a custom blend or custom asset there would be a great next move. In terms of the interior spaces, this is a bit tough obviously because they are just so confusingly layed-out. I'm not sure if that's deliberate, however it might be worth reconsidering some of those paths and how they could be improved upon. IMO it felt a bit maze-like.
I think you set out here to do something very difficult and challenging, and obviously as a hostage map that's an extra challenge as well. IMO you did well with a tough assignment, and any additional time you invest would be worthwhile to deliver on the potential you have here.
Quote from FMPONE12 hours ago, FMPONE said: This map is really bold and ambitious. I really dig how you obviously visualized the map experience in your head and then set out to create something very cinematic and dynamic, in that respect you did a fantastic job.
Some of the areas I think the map could be improved in are: the exterior is a bit flat in terms of displacement height. The concrete you use on the structure itself is very low interest because it tiles so much. I think creating a custom blend or custom asset there would be a great next move. In terms of the interior spaces, this is a bit tough obviously because they are just so confusingly layed-out. I'm not sure if that's deliberate, however it might be worth reconsidering some of those paths and how they could be improved upon. IMO it felt a bit maze-like.
I think you set out here to do something very difficult and challenging, and obviously as a hostage map that's an extra challenge as well. IMO you did well with a tough assignment, and any additional time you invest would be worthwhile to deliver on the potential you have here.
Thanks a lot for the feedback, FMPONE, really appreciate it!
The interiors being hard to navigate is the #1 feedback without a doubt. I'm not entirely sure if it's because how it's laid out or because of a lack of visual clues/signage. Could be a combination of both.
This is a very unique map that people seem to very much enjoy, but also throw a lot of shade at in our playtests. Sort of like a "meme map". However, I've super enjoyed it and thus put together this album for you with some recommended changes. Perhaps other people can chime in, but I feel these would really help the map a lot.
I find the map is a fresh change to the normal style of maps, and is something that can work well for hostage.
My main issue right now is that one of the choke points on a set of stairs allows CTs to hide in a corner behind the Ts, making it very difficult to push up the stairs.
It's also very easy to get lost, even after playing the map multiple times, due to its unnormal design. Like FMPONE said, making it more obvious which floor the players are on, such as colour coded floors, walls or ceilings, would be a big plus.
Other than that, I enjoy playing it, and am interested to see where it goes!
Quote from SquadOn 7/4/2018 at 4:08 PM, Squad said: Thanks for the feedback
What chokepoint/stair is that exactly though?
Welcome man!
Unfortunately I'm on holiday, so the best you're going to get is this lousy old screenshot. Best I could find.
[Blocked Image: https://i.imgur.com/MbwwH0Q.jpg]
There is an angle for CTs in the back corner to look down to the lower floor from above which is very awkward, and it's incredibly hard to push up the stairs when having to check 180 degrees.
This other staircase is similar to that chokepoint...
[Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/861740565652835791/7C89791A31D16059FB03B1ABF927665F267F51C0/]
However, in this situation, the staircase is flipped the opposite way, which is much easier to push, and there is no cover for CTs pushing. Any CT pushing is most likely going to be picked off.
Having 2 main chokepoints being staircases is strange and different, but I think it would work much better if the first staircase was easier to push for Ts.
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