Congrats PogoP, well deserved! I hope you enjoy it at your new office. ![]()
Posts by Puddy
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Thanks for the feedback guys!
I'm gonna do a few minor tweaks to Agency, but nothing truly game changing. Then it's gonna get art.
Thanks for all the playtesting sessions!!! If you remember alpha 1, it has changed QUITE a bit and I owe a lot of it to you guys! 
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Thanks for another fine playtest! Also, it's a shame that there's a bit of player dropoff after the first map. Perhaps we should always split tests into max 2 maps per night?
Looks like the server didn't allow new connections after siege, as both me and my friend got
"GameTypes: could not find matching game type "".
CSysSessionClient: Cannot join lobby, response 2!"
Will look into it for next time!
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Sure thing 3dnj!
That means the line-up for tonight is:
- Agency Alpha 5
- Venezia Alpha 2
- New CS_Siege
See you later guys!
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this will outsell blops2
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Okay guys, Ornate has a new version of de_venezia! So we'll playtest it tonight too! See you at 21.00 GMT +1!

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Quote from Mazy
Yeah, loads of kickass levels being pumped out right now. GJ dudes~
Reminds me of the gold(src)en days of mapping!

In other news I'm planning on hosting a playtest of Agency a last time before artpassing it. The layout has changed somewhat and I'd really like to confirm that it's ready for dat sexy rick art!
I'll be hosting it on the server tomorrow, Thursday, at 21:00 GMT+1 (20:00 GMT)!

See you tomorrow hopefully!
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I'm not a Homeworld fan (never played the games even), but even I know Gearbox is a pretty damn bad match for the franchise.

Nordic Games... wtf.
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Feedback time!
Venezia
A solid first layout. The basis is definitely there, so it's time to refine it! You probably picked up a few things during the playtest.
Anyway, here's my critique/ideas!- Rotation between bombsites is actually pretty damn balanced imho. I'd say keep things roughly the way they are except...
- ... for the route that goes BEHIND CT spawn to B. This route should be made more intuitive and shorter.
- Route to A is hella-boring as mentioned previously.

- Mid needs to be simplified, but the overall layout should be roughly the same. It worked well I think.
Siege
The theme here is simplification!
- Don't use the vent solution. It's forced and doesn't fit well with the map's layout.
- Shorten and simplify the sewer route as much as possible (you could try removing the part of the sewer that leads to CT spawn and moving the hostage rescue zone just outside the outdoor building).
- Remove the ladder at the elevator shaft. It's redundant and looks weird.
- Make the sewer exit more CT-friendly. Right now, when they leave the sewers they are at the bottom of a pit surrounded by high ground... it's pretty brutal.
That's all for now, keep up the good jerb all!
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GOOOOO!!!!!
77.246.163.251:27015
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Go time in 15 minutes, get ready!
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HOLY MUSTARDTITS
GoT is fucking win!
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Fantastic
Send me a link to the latest versions of your maps at least 2 hours before the test! -
Thanks guys! I'm gonna do some last tweaks and then it's gonna start receiving art. You won't see it for a while.

Next up we'll be playtesting OrnateBaboon's defusal map de_italian (WIP name?
)! We'll test on Tuesday 21:00 GMT+1 (20:00 GMT). See you then! -
It's go time! Join up!
77.246.163.251:27015
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Okay, for those interested I've added a overview history in the spoiler tag below!
I hope it comes across that I'm not just making you guys play the same version!
The version we are playtesting tonight is Alpha 4.QuoteDisplay MoreAlpha 1:
[Blocked Image: http://i.imgur.com/Q6MgMh4.jpg]
This layout featured the parking garage which felt disconnected from the rest of the map (and it had a pretty wonky elevator connection to the rest of the map). As a result, it was dropped in later versions. This layout is larger than any other, since many playable areas were overscaled and the engagement distances were too long. Also, the map didn't have any decent sniping lanes. Finally, this is the only layout that was set in a brick building!
Alpha 2:
[Blocked Image: http://i.imgur.com/AnrrTRp.jpg]
In Alpha 2, I introduced a new flanking route that replaced the garage. The elevator shaft was removed completely (it used to be at the back of T spawn). Also, the brick building setting was replaced with that of a modern office building! A lot of areas were resized following playtesting of Alpha1, so the map felt a bit more correctly sized! Also, CT's left flank (with the staircase) was connected to the atrium, giving the map a proper sniper lane!
Alpha 3:
[Blocked Image: http://i.imgur.com/rKU7tJk.jpg]
In Alpha 3, the connection between the right route and the atrium was dropped. When they were connected, things became too much of a messy crossfire. Instead, the corridor just below the atrium was connected to the sideroute instead, which connected the map in a better way! Also, the staircase on CT's left route was moved closer to their spawn, so that they could gain elevation and push into the office area quicker. The office area was also redesigned to be slightly more favourable to CT. Lastly, the size of the atrium was reduced a bit more!
Alpha 4:
[Blocked Image: http://i.imgur.com/q5yPrGt.jpg]
In Alpha 4, I completely overhauled the CT's right side flanking route (the route that doesn't go via the atrium). I felt it was a bit flat and boring in previous versions, so I decided to remake it from scratch. Also, it connects to the T spawn in a different way (it doesn't go through the staircase behind T spawn anymore). As a result, the T spawn area had to be rebalanced and rebuilt! The outside area (CT spawn) was reduced in size. In addition, there has been lots of minor gameplay improvements and tweaks here and there!
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It might be a bit short notice, but we are thinking about playing tonight at 20.00 GMT+1 (19:00 GMT). I have done some larger changes to the layout, but I believe it's the last time I do, since everything is coming together.
I'll post a history of the layouts shortly! -
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Yup, grabbed one earlier. I'm getting ready to be disappointed!
