Graveyard
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Quote from JorisCeoen
39 minutes ago, JorisCeoen said: Cool! Are the walls and ceiling still part of the placeholder model (if it is a placeholder at all)?
All interiors are made with the modular Nuke assets, this is how it looks with/without:
This is one of the refs I've used,
In contrast to the organic exterior the interior is made up of vertical and horizontal lines with splashes of color
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Quote from RingelDisplay More
20 hours ago, Ringel said: I really like the aesthetics and atmosphere!
The content cannot be displayed because you do not have authorisation to view this content. A few things I noticed while running through the map:
The content cannot be displayed because you do not have authorisation to view this content. The content cannot be displayed because you do not have authorisation to view this content. The content cannot be displayed because you do not have authorisation to view this content. The content cannot be displayed because you do not have authorisation to view this content. The content cannot be displayed because you do not have authorisation to view this content. thanks, will have these issues fixed
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When I played the map I had a few concerns
The long outside route towards A was veeery long. It was so long that it wasn't really viable to use apart from some unexpected flanks.
The clipping really made it hard to focus on fighting the opponents. It was often a PvE fight to get in certain places.
Then the timings for B were a tad too quick for CTs as well. You can push out and frag Ts which are still on the hill running up. Felt a bit cheeky
Generally, some areas felt a bit underdeveloped in terms of options. When I think of maps taking place on a carrier, I kinda expect a 50/50 mixture of long range and CQB. The CQB part was a bit missing imo. Even indoors I had that feeling. Your very unique setting for the theme allows to balance the range of battles quite nicely in theory. Outside: Long range, Indoor: CQB. Maybe you can play around with that a bit more
In terms of visuals: Considering the carrier stranded (years ago?), I wish there were a lot more wear to it. Rusty metal, sheets of rusty metal hanging around, scavanged electronics inside etc etc. There's a lot of crazy stuff you can do.
I certainly have to play more so I can give more precise feedback. This is just the overall feeling I've got from that one game.
The map's got a sick theme and I'd love to see it become the best it can be. You got this ?
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Quote from El_ExodusDisplay More
4 hours ago, El_Exodus said: When I played the map I had a few concerns
The long outside route towards A was veeery long. It was so long that it wasn't really viable to use apart from some unexpected flanks.
The clipping really made it hard to focus on fighting the opponents. It was often a PvE fight to get in certain places.
Then the timings for B were a tad too quick for CTs as well. You can push out and frag Ts which are still on the hill running up. Felt a bit cheeky
Generally, some areas felt a bit underdeveloped in terms of options. When I think of maps taking place on a carrier, I kinda expect a 50/50 mixture of long range and CQB. The CQB part was a bit missing imo. Even indoors I had that feeling. Your very unique setting for the theme allows to balance the range of battles quite nicely in theory. Outside: Long range, Indoor: CQB. Maybe you can play around with that a bit more
In terms of visuals: Considering the carrier stranded (years ago?), I wish there were a lot more wear to it. Rusty metal, sheets of rusty metal hanging around, scavanged electronics inside etc etc. There's a lot of crazy stuff you can do.
I certainly have to play more so I can give more precise feedback. This is just the overall feeling I've got from that one game.
The map's got a sick theme and I'd love to see it become the best it can be. You got this ?
Thanks, agree with a lot ...especially timings needs to be improved upon, think I'm going to remove the outside part, it didnt turn out how I anticipated,
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Hey, I will try give some more detailed feedback, but it's really time consuming.
For now I just found few things while playing match.
I can't see my crosshair because of too strong light
[Blocked Image: https://i.imgur.com/bWAlHP0.jpg]
You have some places with gaps like this. It's really bad for gameplay.
[Blocked Image: https://i.imgur.com/J0jgB8G.jpg]
Weird spot. I think it's better put some barrel to cover than thing that cover all your body and giving you small gap to face.
[Blocked Image: https://i.imgur.com/og08O8R.jpg]
About barrels and containers. I have no idea how they put this big containers inside. Normal forklift or even 2 woudn't be able to do that and for sure it won''t be safety.
Also there is too much barrels. Only cover we have are barrels. It's a little boring to be honest.
Last. You can't see your beautiful graffities on CT spawn because of water

[Blocked Image: https://i.imgur.com/dYQXRcO.jpg]
The map is nice and original, but gameplay needs some corrections. I will try give some newbie feedback tomorrow. Good job man and don't listen frustrated people. It's hard to make original layout and I respect you made it.
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Link of Warowl playing this map: https://www.twitch.tv/videos/550949373?t=03h11m00s
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Quote from zombiDisplay More
On 2/22/2020 at 11:19 PM, zombi said: Hey, I will try give some more detailed feedback, but it's really time consuming.
For now I just found few things while playing match.
I can't see my crosshair because of too strong light
[Blocked Image: https://i.imgur.com/bWAlHP0.jpg]
You have some places with gaps like this. It's really bad for gameplay.
[Blocked Image: https://i.imgur.com/J0jgB8G.jpg]
Weird spot. I think it's better put some barrel to cover than thing that cover all your body and giving you small gap to face.
[Blocked Image: https://i.imgur.com/og08O8R.jpg]
About barrels and containers. I have no idea how they put this big containers inside. Normal forklift or even 2 woudn't be able to do that and for sure it won''t be safety.
Also there is too much barrels. Only cover we have are barrels. It's a little boring to be honest.
Last. You can't see your beautiful graffities on CT spawn because of water

[Blocked Image: https://i.imgur.com/dYQXRcO.jpg]
The map is nice and original, but gameplay needs some corrections. I will try give some newbie feedback tomorrow. Good job man and don't listen frustrated people. It's hard to make original layout and I respect you made it.
Thanks for the feedback, The hiding angle behind the light should have been fixed in a previous update, I'll go ahead and fill in the peeks through the bombs and see what I can do about the over bright wall...
I've kept the two layer of stacks for the barrels, but perhaps I need to swap them on either side to break up how repetitive they become, I agree what you are saying about the big containers, they do feel a little out of place, here are some of the reference images I've been using for the interior:
Will see if I can find any more fitting props,
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