Pushed a small pre-playtest update before the mapcore test on thursday, thanks to TheZartex and his feedback. https://steamcommunity.com/sharedfiles/fi…/?id=3221491619
Bigger changes coming soon!
Pushed a small pre-playtest update before the mapcore test on thursday, thanks to TheZartex and his feedback. https://steamcommunity.com/sharedfiles/fi…/?id=3221491619
Bigger changes coming soon!
Just rolled out a bigger change for tommorows mapcore test, I completely remade the T hostage area in the hotel. Youll find a new bar that you can play around and defend the hostage from, also a new wine cellar area right behind the bar. Upper got a change aswell with a reworked path leading up to it. I also worked on the clipping some more, especially around the rocks in ct spawn and mid. Here are some screenshots of the changes.
Looks sick, love your use of lighting
Interesting, how did you make the moving carts?
I used func_train (* this might be off, but basically the entity to make something go from a to b, seen in am_metrotrane map ) entity in CS:GO and a prop_static of a train for something similar ![]()
Quote from LukyvaldOn 5/12/2024 at 7:55 AM, Lukyvald said: Yeah those were p useful back in csgo
I am old school haha. Hopefully I will be able to submit my map. Having problems with radar build. Can not seem to get it right. Also came by to let you know, I will try to keep up with the contest on Instagram. Posting map pictures on it. Post with version 30.04.2024 of Alpine. Sorry if double post.
Mid + B rework & more
I made big changes based on the feedback i recieved during the week alpine was on faceit. I scrapped and fully remade mid and the B hostage area, mid itself should feel more approachable to CTs now, even when progressing further into T territory. The B hostage entry is now more defined and the progression into the interior isnt as choked up.
Thematically I made the geothermal pools bigger and more integrated into the gameplay. 2 pools are in the playable area and theres a large one outside of it, theyre inspired by the blue lagoon in iceland. The pools that are accessible provide elevation changes in the mid area. Ive also added cylindrical rocks, those are temporary and there just for shaping.
A smaller experimental change is that i blocked the windows on upper to stop wallbangs. Plan on looking deeper into upper and the hotel area in the near future, wanted to get the big changes done first. Hope you guys like the new mid :).
Hotel + upper rework[/b]
As I said in the previous post the last two areas of the map i wanted to look into were upper and the hotel itself. I wasn't happy with how the upper worked, Ts had nothing to play around and the CTs had a really easy time getting to the hostage from there. Upper is not a one-way drop anymore. I turned it into a flight of stairs to make the gameplay a bit less one dimensional. and gave the Ts more ways to hold the battle area, be it holding the CT approach or the staircase itself. CTs have two ways of getting into upper, they can come in from the outside of the hotel through a broken window, this entry supports mid range guns. The other, long range focused entry leads the CTs through the interior of the hotel.
Now for the hotel changes, these changes are more related to the hotel architecture rather than its gameplay. I felt like the old hotel building didn't feel alpine enough in its design. So i used the references i have gathered up throughout the making of Alpine and remade the exterior of the hotel, the exterior changes also meant that the interior had to be changed a little bit. The changes to the interior areas aren't significant gameplay wise though (Apart from upper).
I'm hoping that this is the last big rework made to Alpine before moving onto arting the map. Here are a few screenshots of all of the changes
https://steamcommunity.com/sharedfiles/fi…/?id=3221491619
We updated the lighting on Alpine, here are a few screenshots!
Check the update out in game: https://steamcommunity.com/sharedfiles/fi…/?id=3221491619
The main Level design for Alpine is done, I don't plan on overhauling any areas anymore, I'll still be working on the micro gameplay of the map though. That means it's time to start with arting. So I'm pleased to announce that I'll be working with two talented artists, @zavaro and @g3om. They've both made some amazing assets that I'd like to showcase here. ![]()
[Blocked Image: https://cdn.discordapp.com/attachments/864626842983596062/1259983675823755394/image.png?ex=6690f67d&is=668fa4fd&hm=b03d31b942590a0c0c436c8b1d1526761ae0016fc291f394d3f9793fa250af8f&][Blocked Image: https://cdn.discordapp.com/attachments/864626842983596062/1230780800975245342/1.png?ex=669182b1&is=66903131&hm=b74b8b15f6bdc0c7668c535878b3ffbd7692373400585bde55bd87a4c5f7fca1&]
@zavaro[Blocked Image: https://cdn.discordapp.com/attachments/1229891192901341184/1260025492375867452/image.png?ex=66911d6f&is=668fcbef&hm=4875cedebc9da69abaceaaf7067afbcb9a8c725c201ea7be7686d5d9b5a72cf2&][Blocked Image: https://cdn.discordapp.com/attachments/1229891192901341184/1258971010657554463/image.png?ex=66913bdf&is=668fea5f&hm=b30d359d14991833949e7c4666014c0eb480829dd01fd793b16d88d843626442&]
Rolled out some pre-deadline changes to Alpine, we've got stage 1 art slowly making its way into the level. I also simplified the interior in the hotel and changed mid a little bit. Check out the changes here: https://steamcommunity.com/sharedfiles/fi…/?id=3221491619 !
hey, i have a little question: WIll the map keep the clean looking textures after the artpass ? bcs they look so good rn
@TulioBRr I'm not sure we'll be able to top the cleanliness of fully flat textures
We're aiming for the best visibility possible though, so hopefully your expectations will be met. Thank you very much btw!!
Mid changes 2
The last mid version felt T favoured and too choked up. With this version of mid I aimed to reduce the amount of spots the Ts could occupy, the water area served as one big hiding spot and had a lot of awkward off angles and the progression didnt allow for an easy way to clear it either, so I blocked it off by making it an interior pool. B Hostage short/main also got a wooden facelift replacing some of the rocks. The players on mid are incentivised to smoke each entry the opposing player could be in instead of one central choke, this will hopefully ensure more mid use from the CTs. I also shortened the rotate from the hotel hostage to mid slightly, this change might help with Ts rotating mid round and help CTs to feel more comfortable with going through mid later in the round after picking up the hostage.
I also want to welcome @Twinnie to the team, he already cooked up some amazing assets for the map
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