Furnace
-
-
@That50'sGuy this is from the area just inland of Venice
[Blocked Image: https://script.meteolive.it/admin/immaginiNotizie/SRC/__078248___petrolchimico2.jpg]
Sardinia, caused by mining and refining
[Blocked Image: https://citynews-today.stgy.ovh/~media/horizontal-hi/50584038438022/w-3-35.jpg]
that being said, at least you can see it. Much worse, in a way, when the problem is invisible... ever seen Erin Brockovich? There's also Dark Waters that came out last year on the subject.
-
@esspho has been working on changes from our first Mapcore playtest including a new design for outside A (thanks @Roald for the suggestions!) while I've been working on and off on bombsite B's main attraction.
Should be ready for another playtest soon![Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/800822708978843689/unknown.png][Blocked Image: https://cdn.discordapp.com/attachments/776190434892447754/800822116403511316/unknown.png]
-
This is gonna turn heads when #blocktober comes back around ?
-
Update time!
https://steamcommunity.com/sharedfiles/fi…/?id=2326921664
We've had another playtest and changed some things around acordingly. Thanks again for all the feedback we got in the past weeks!
The big change this time is the area leading from the canal to the A site. We needed to separate the paths and do some trimming. We also thought a freight yard might fit this part of the map.
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/801942482623266816/de_furnace_0430007.jpg]
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/801942528034734080/de_furnace_0430009.jpg]
The canal also saw some changes. There is a bit more cover now and there will propably be more of it in future versions. For the connector we are trying a non self-boostable solution.
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/802292050153701386/de_furnace_0430017.jpg]
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/801942507134648390/de_furnace_0430008.jpg]
We've enlarged the CT-heaven and added a ladder. This should cut down on rotationtimes between sites.
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/801942577120542720/de_furnace_0430011.jpg]
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/802297588808024174/de_furnace_0430018.jpg]
The radar
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/801942734507081748/de_furnace_043_radar_animate.gif]
We're excited for the next playtests. Have a nice day!
-
looks interesting
-
Update time ?This weeks update focusses on the CT side of the map.
CT spawn was simplified a lot. A lot of CT players had issues figuring out where to go from spawn and retakes on A would be hindered by the long, winding paths onto site. The new version should make the CT spawn shorter, easier to read and more impactful:[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/807754113412366366/de_furnace_0470027.jpg]
B site received an overhaul. The old site felt cramped, the height difference caused issues and the sightline from window felt awkward. The new version is essentially mirrored and cleaned up to feature a more open plant zone. The open silo stuck around and works even better in the new version:[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/807754129857708042/de_furnace_0470026.jpg]
The map also received a number of smaller changes. Most notably, the connector is no longer strictly a one way drop. You can get back up by jumping the gap from the convenient gap jumping board. Be weary of the sound cue it gives off:
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/807754062073430066/de_furnace_0470030.jpg]
The map still has issues with unintentional amounts of fall damage, awp heavy sight lines and stiff pathing. We are already working to fix those.
Thanks to everyone who keeps up with our map, joins our tests and gives feedback ❤️
-
This map is starting to remind me of the trainyard section of Half-Life: Alyx. Only without the antlions. Haha!
The visuals already look outstanding, I can hardly wait to see how this turns out!
-
We' ve updated the workshop.
https://steamcommunity.com/sharedfiles/fi…/?id=2326921664
This time our main focus has been the canal area once again. We've tried to simplify more and improve the overall map flow. Also Ts should have a little more room for setups at the round start.
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/813881352394506300/de_furnace_faceit0000.jpg]
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/813881394316312596/de_furnace_faceit0002.jpg]
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/813881376859488326/de_furnace_faceit0001.jpg]
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/813881418613653596/de_furnace_faceit0003.jpg]
Also B site got some more cover. Playtests showed that Ts used to have a hard time getting onto the spot. Now there is more safe space where they can't be seen directly by CTs watching from the window. The puddle of water below has been enlarged to make for easier dropdowns.
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/813881443503570984/de_furnace_faceit0004.jpg]
The new radar has more contrast and should be easier to read hopefully.
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/813077965629161533/de_furnace_052_radar_animate.gif]
Overall the greybox is shaping up nicely and we are thrilled to be featured in the mapcore faceit hubs season 16!
-
We released another small update and tweaked some things just in time for our slot on the mapcore faceit hubs.

[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/816059800050991124/mapcore_facit_promo-marz21.jpg]
A big thank-you to all the playtesters! The feedback from last week's match made us change the connector in a way that hopefully gives CTs a stronger position against rushing Ts.
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/816059646858494013/de_furnace_faceit0032.jpg]
We added a pillar to the upper canal area for more cover.
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/816059517854679060/de_furnace_faceit0025.jpg]
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/816059555963863100/de_furnace_faceit0027.jpg]
We also went wild with walltags to help with communication and feedback.
[Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/816059575333290025/de_furnace_faceit0028.jpg]
Thanks for reading. Have a nice day.
-
Our first slot on the mapcore hubs is over and we've got a lot of feedback regarding various areas around the map.
Right now, we are working on an update which will be playable on the hubs on march 30.
Here are some sliders that show our progress so far. (Please let me know if there is a better way to embed those on the forums).
Cheers!
-
Here's a little peek at our next update...https://gfycat.com/neglectedhoarsechickadee
-
It's been a while since we posted a proper update here but a lot has changed in the last two months.
- B site has received a full rework - rotations are faster and simpler - mid was reworked to make it fair and fun - outside A now has a tunnel connecting it directly to B site
The version shown here should be live by tonight and we are hoping to finalize the layout soon. Feedback is, as always, very welcome and maybe I'll see some of you in the next playtest ?Radar:
Spoiler [Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/854490398450122762/de_furnace_064_radar_gif_animate.gif]
Screenshots:
Spoiler [Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/855056442361249802/unknown.png][Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/855056733827235850/unknown.png][Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/855056044932857886/unknown.png][Blocked Image: https://cdn.discordapp.com/attachments/785290765907001385/855056146015322142/unknown.png]
-
This map is turning out awesome. Can't wait to see more implementation of the theme in further art passes.
-
I really like this layout, and although I'm not the biggest fan of night time maps, the theme is really cool. My one minor criticism for the current layout is the connection between A long and A, it kind of negates the idea of a 'long' to have tight elbow corners at the end of it in my opinion, and would rather have longer ranged engagements all the way until the site. Great progress though, this is for sure my favourite upcoming project. Keen to see how it progresses.
-
We finally managed to push another update. This one is again gameplay related but we are making some progress on art as well.
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Changes:
- we completely reworked the pathing towards B and cleaned up T spawn and the canal in the process
- approaching B without being heard should be easier
- squeaky should add a bit of extra spice and opportunity
- we changed around the cover on A site a bit
- we completely reworked the pathing towards B and cleaned up T spawn and the canal in the process
-
Watching the fly through makes me want to reinstall CS ? lots of interesting angles
-
I love what you've done with control room, the curved wall suits the area perfectly. Not sure how I feel about the B changes. The site feels a lot better, but it feels like the T area of the map is a bit too big now. I think now that Ts have two entrances to B gifted to them, CT spawn could be moved maybe 1-2 seconds closer to B, so that CTs have the option to contest Long B. This wouldn't affect A Long timings too much, but would have the knock-on effect of giving CTs a chance to contest house with correct utility usage. Super excited to see how this map plays, the bombsites themselves are amazing.
-
Getting the timings just right was always a challenge on this map. The current timings should be so that rushing CTs can just about peek into B long as the Ts are approaching. We had issues in previous versions with CTs getting to B long too quickly. Once CTs have pushed it aggressively, they can see quite far into the T area and therefor get a lot of info on whether there are any Terrorists around B. Thats why the timings currently are the way they are. We're scheduled for a playtest next Tuesday though, so we will see how it actually goes. We pushed around timings for a second or two with every other update and we might have to do it again after the next test.
Very glad the bombsites are getting a positive reception though.
Took us a while to get here. -
Since we consider the layout to be more or less final, it's time to step up from the greybox and to get some art done.
[Blocked Image: https://i.imgur.com/Vekwb44.jpg]
[Blocked Image: https://i.imgur.com/luALIM0.jpg]
[Blocked Image: https://i.imgur.com/fg5ivTy.jpg]
[Blocked Image: https://i.imgur.com/TCariGc.jpg]
[Blocked Image: https://i.imgur.com/uzNkTIQ.jpg]
This includes fleshing out a skybox.
[Blocked Image: https://i.imgur.com/mfRGjV5.png]
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!