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Resistance

  • Roald
  • February 10, 2019 at 3:46 PM
  • Roald
    • February 10, 2019 at 3:46 PM
    • #1

    Resistance is a temporary name for my new bomb defusal map set in a old industrail city somewhere in east europe (maybe poland). One half of the map exist of old buildings and the other part of a more industrial area next to the city dock. The area is highly secured with barber wires, walls and camera's.

    Story The Slavic civilians have been suppressed by their government for over many years. Some stood up and tried to riot their oppressors, but without success. A small network of rebellions has been formed in the shadows of the city. They are driven to make long term plans to fight back. Their current objective is to sabotage the transport routes into the city by blowing up the main train rail (B) or the carrier unloading point at the docks (A).

    Workshop: https://steamcommunity.com/sharedfiles/fi…/?id=1710165868

    B bomsite:[Blocked Image: https://i.imgur.com/XOlkTTJ.jpg][Blocked Image: https://i.imgur.com/ILU7SXU.jpg] Midle[Blocked Image: https://i.imgur.com/dXuErJd.jpg][Blocked Image: https://i.imgur.com/4d6jTrt.jpg] A bombsite:[Blocked Image: https://i.imgur.com/atGbzFn.jpg][Blocked Image: https://i.imgur.com/psQM2ea.jpg] A-B connector and boost/peek to midle[Blocked Image: https://i.imgur.com/oFdUNNs.jpg] Overview:[Blocked Image: https://i.imgur.com/HfFwiwQ.jpg] So for this map I used a whole different workflow then I am used to. I was building a litle scene at night time to experiment with that and kind of created a bombsite out of it. Then I just decided to go freestyle and work from one area to another area without having any idea what the layout will become like. It was really great to logically connect one area to another but to see the whole picture and how it would all fit together was kind of a hell. However I succeeded to great a whole piece out of it and hope people can have a look and provide me with feedback. Please note that most of A site and T spawn lack of details and I have done almost no optimisation.

  • That50'sGuy
    • February 10, 2019 at 4:40 PM
    • #2

    Oh wow! That's an interesting workflow idea! I can't wait to see how it plays out!

  • Lefty
    • February 13, 2019 at 12:50 PM
    • #3

    It doesn't feel like any space in the map goes to waste and it's easy to figure out where you are at after walking around for 5min. The map is pretty compact but there are a few long angles. I'd feel like awpers would dominate sites either pushing or defending from how spaced out both sites are. A few unique features like the fence boost and how mid is setup. Looking forward to the playtest.

  • Roald
    • February 27, 2019 at 2:41 PM
    • #4

    Did some changes for todays playtest at THW (12:00 CT)

    Special thanks to @Plantkillable (and chis community) and @untor for testing and providing feedback

    Think I will have to lower the container some more to make it usefull to bounce nades on. Filled up A site some more

    I have made the B bomsite area abit smaller and put the plantzone in the center instead of behind the pillars

    Mid boost has a catwalk going into the B window room. This area is now only accesable by boost for both teams. Also removed the peek hole watching into the tunnel.

  • blackdog
    • March 1, 2019 at 2:49 AM
    • #5

    Pretty unique layout seems to me, curious to see how would play!

  • Roald
    • March 4, 2019 at 6:06 PM
    • #6

    Another update. This time reworked A bombsite and mid to B connector. Also relocated CT spawn. Changed the taxi on B site to a truck, but dam that model has some bad collision ? Maybe I'll move T spawn abit further in the future, but playtest must tell more.

    [Blocked Image: https://i.imgur.com/UYKLTib.jpg]

    [Blocked Image: https://i.imgur.com/h5amjtN.jpg]

    [Blocked Image: https://i.imgur.com/qUzElsV.jpg]

    [Blocked Image: https://i.imgur.com/avJ5iAy.jpg]

    [Blocked Image: https://i.imgur.com/nEZks4E.jpg]

  • Roald
    • March 15, 2019 at 5:51 PM
    • #7

    Well I was trying a few brick textures on one dev wall... and then I found one and just started detailing the whole building ? So a first art pass on this area then:

    [Blocked Image: https://i.imgur.com/R0iCs0t.jpg][Blocked Image: https://i.imgur.com/7Upq9c5.jpg][Blocked Image: https://i.imgur.com/rDp8G92.jpg][Blocked Image: https://i.imgur.com/4qvDZ5p.jpg] Will have to smoothen the curved path, haven't done much work on the floor since I quickly made it for the screenshots ;)

  • That50'sGuy
    • March 16, 2019 at 2:58 AM
    • #8

    I love how It's turning out so far! It vaguely reminds me of coop_cementplant in a way with the night-time factory theme.

    Though here's a suggestion: Some of the windows in that brick building could have lights on behind them. You don't have to make the insides if you don't wanna make all of that, but you could try something sort of like what I did with the windows on a distant house in one of my maps: (A window frame with a flat texture behind it, and a light in front of it)

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

  • Roald
    • March 29, 2019 at 1:43 PM
    • #9

    So I have been doing two competetive tests and made some changes. Please checkout the workshop and let me know what you think of the new changes: https://steamcommunity.com/sharedfiles/fi…/?id=1645132160 - Added a new path from CT to B bombsite - Closed of B double doors and added a vent into B apps - Added a door_rotation in B apps and made a pathway to cross the windows instead of the drop. Also made the B apps window only peek able, u cant jump trough anymore - Cleaned up A a litle bit. Moved some cover and reduced the big boost spot - Rotated the container at midle to reduce headshot angles - Fixed the headshot peek on B bombsite and got rid of the OP corner

    I am pretty happy with the changes so far. Will do one more compile to fix some small stuff and then do some more playtests. Perhaps its for the better to have multiple playtests on the current version before I make any new drastic changes since the layout is pretty much there.

    [Blocked Image: https://i.imgur.com/SIeUvb6.jpg][Blocked Image: https://i.imgur.com/NsuYw8E.jpg]

  • Roald
    • April 12, 2019 at 10:53 AM
    • #10

    So I have been working constantly on this map, organising many competetive playtests itterating the layout untill this point. The testers really enjoyed playing this and I am happy myself with the layout as it is. I decided to leave it for what it is and find a Envrioment Artist to roll up his sleeves and make something beautifull out of this. However any gameplay related feedback is still welcome ofcourse!

    New workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=1710165868

    [Blocked Image: https://i.imgur.com/8Kmr1oj.jpg][Blocked Image: https://i.imgur.com/TkpA1Hn.jpg][Blocked Image: https://i.imgur.com/TdPsulI.jpg][Blocked Image: https://i.imgur.com/2SXZX9N.jpg][Blocked Image: https://i.imgur.com/7CckqdG.jpg][Blocked Image: https://i.imgur.com/a381sSg.png]

  • infecti0n
    • April 22, 2019 at 9:03 PM
    • #11

    Bombsite A is a little secluded for afterplant scenarios from the underpass-mid area. I think this is nice, but I feel like the T side has a little more room to breathe than the CT side.

  • SuicidalFennec
    • April 26, 2019 at 3:28 PM
    • #12

    A lot of feedback on a map I really like. (sry for the bad mic and background noise will try to fix when I make other feedback vids)

    https://www.youtube.com/watch?v=nRY7iGj3Zyg

  • Roald
    • May 1, 2019 at 9:55 PM
    • #13

    So I am very exited to announce that @jakuza and @untor are going to do a art pass for this map!

  • Roald
    • May 21, 2020 at 7:43 AM
    • #14

    [Blocked Image: https://i.imgur.com/LvFlAKx.jpg]

    Since its been a year ago we were working on this project I decided to do a playtest and try out some small ideas. Afther the playtest I realised I wasn't really happy with how it played and decided to do some big layout changes. Here is an album: https://imgur.com/a/5GAeTIM

    Even though I reduced the options for Ts, the map was very much T sided because of their OP position in Apps and the fact CT had a hard time rotating. Based on these main points I have strengthen CT positions on the sides and midle and made the B apps hole more open so Ts are more exposed. New album: https://imgur.com/a/gGFT1nJ

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