Steam-Workshop:https://steamcommunity.com/sharedfiles/fi…/?id=1816805710 I tried to take a completly different attempt on the bombsites. Hope you like it, be sure to leave any feedback tho
Spawn-areas will be worked on. Buttons on A-Site will open and close the window and open the door. Theme is going to be moon-base-based, still looking for good reference pics. Also it is very greybox and all the lighting and stuff will be worked on later. Just wanted to put this out here to maybe get some thoughts on the layout. GL and HF mapping ~C-NAP
[WIP] | Moon
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Can you seal bombsite A with the buttons, once the bomb has been planted? Might be a very tactical element ?
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You can actually only open the big door from A-Site itself. After you press the button you have about 12 seconds to go through or to let your teammates in. Also the red window can be opened and closed with the buttons. Thought it might add some fun stuff to play around with.
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Try using autoradar. You make visgroups for the floor and walls and it does the rest for you. It also looks twice as good no matter how experienced you are at using the traditional radar method.
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I will next time thanks a lot
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Holy this works so good... Huge shoutout to Terri, radar was always so time consuming... Also thanks @Interfearance for the reminder.
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Hey there! I really like the idea of having the map set on a moon base, after playing the map for a bit there's some idea's I have. Though I might have not completely thought them through lol.
- I think it might be a good idea to add windows to the doors that automatically open or that open with a button, maybe something to consider.
- Add some extra space at B to move, it feels very tight right now.
- Add a small 'heaven' spot here with a ladder from mid, I think it could serve as a spot that shouldn't necessarily be very safe, but a spot to quickly gather info or do some sick play.
This is only my opinion though and I'll play the map a bit more to get my full opinion

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Adding space to B and windows in some of the doors would be really good I guess. I don´t really like the heaven thing though. I think adding a heaven is kinda nice but I would only make it accessable from spot itself, since I like the idea of having A sealed from mid until you get into A-Site itself, which is pretty unique. Or you could make a skill jump / boost in mid to access it. Thanks for taking a look tho. :)❤️ @P0TAT0
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Hey man, haven't heard from you for over a week. What's happening?
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A lot of work and vacation. Will be working on it again in about 2 weeks or sth.

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I like yesterday's update, but you should schedule a playtest asap!
The map isn't really fun with bots since they can't even open the doors..
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I will be on a bycicle-tour for the next 11 days, after that I will go for a playtest asap. I should probably go for TopHattWaffle, I guess. Or is there any other play-testing-service I could try? Also I am working on the bot-issue since they want to use that one route they cant use every single round...
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Quote from C-NAP
15 hours ago, C-NAP said: I should probably go for TopHattWaffle, I guess. Or is there any other play-testing-service I could try?
There's also the Mapcore playtesting services (Check the Discord), but I don't really know that much about playtesting services tbh.
Quote from C-NAP15 hours ago, C-NAP said: Also I am working on the bot-issue since they want to use that one route they cant use every single round...
That's great, because they always go there xd
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If you want a quick playtest grab some friends. They will remind you that your map is garbage and always give real feedback without holding back. That's what friends are for. Makes me think back to my first ever playtest...
Edit for justice warriors: the word garbage is used ironically to emphasize the harshness of friends' criticizism. This is not an attack on the map maker.
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@P0TAT0 I was talking in a general sense. I never played your map lol
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@Interfearance I won't recommend doing so either xd
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I´m back btw and made some kind of "playtesting-update" you now have a bit more space, minor clipping was made and some really small detailing. Will submit the version that is now on the workshop to one of the playtesting services soon. Screenshots are on the steam-workshop, but will still have to be verified. So for now here are some of the screens:
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