Hey, thanks to everyone who gave lots of great feedback in this thread.
I've just posted the beta in a new thread over in releases section so I guess we can continue there if you have any more comments.
Change log:
Hey, thanks to everyone who gave lots of great feedback in this thread.
I've just posted the beta in a new thread over in releases section so I guess we can continue there if you have any more comments.
Change log:
Workshop Link I've finally got around to releasing the beta! I'm open to any feedback or suggestions on the gameplay or visuals, so let me know. [Blocked Image: http://i.imgur.com/htgTyG0.jpg] [Blocked Image: http://i.imgur.com/nGa2apN.jpg] [Blocked Image: http://i.imgur.com/uiEFa49.jpg] [Blocked Image: http://i.imgur.com/PwHfnwr.jpg] [Blocked Image: http://i.imgur.com/3nXsoTe.jpg] [Blocked Image: http://i.imgur.com/epHuvbe.jpg] [Blocked Image: http://i.imgur.com/bME2VHi.jpg] [Blocked Image: http://i.imgur.com/9Nhwurn.jpg] [Blocked Image: http://i.imgur.com/M0dUjHY.jpg]
Did you try the latest steam beta?
I had this a few weeks ago. Mysteriously started working again 2 days later. Unfortunately it seems all you can do is wait for it to fix itself.
Spambot has developed sentience.
Could you playtest on the next one? I'm around most days so any time should be fine.
I still consider it alpha but really the layout is 95% final by this stage. It is very playable in it's current state, mostly just the visuals and some small balance tweaks are that are unfinished. The only major thing I'm still considering is whether or not CTs need a faster rotation into the back of B.
I finally released alpha 8 onto the workshop.
Alpha 8
- Opened up back of B and extended the high ground.
- Adjusted bombsite cover in B
- Simplifed short A stairs and added cover
- Minor fixes
Display More
I had some feedback telling me bombsite B had a few issues. Most importantly Ts had a hard time getting into the site, CTs could too easily cover the entrance from many angles. Also the site felt very tight/cramped in general.
This update hopefully addresses this. It's now more open and Ts have more options after entering the site. There's more cover and they can stay on the high ground longer until it's safe to drop down. It's also harder for CTs to cover the T entrance from the low ground now so Ts should have an easier time taking B.
[Blocked Image: http://i.imgur.com/RlxfiuL.jpg]
[Blocked Image: http://i.imgur.com/IJ0P1ZG.jpg]
Well it magically just started working again. I've no idea what I did to fix it.
Unfortunately that didn't help, I'm still getting the error using the CSGO map publisher. Not having any other steam problems as far as I know.
I'm suspicious it broke at the same time they released the new SDK so I'm not sure what's going on.
Aha, I did see that and thought it might be related. I'm downloading it now so I'll post again with the results. Thanks a lot.
I'm trying to update on the workshop but it keeps failing for some unknown reason.
Every time I try it seems to upload like normal for a minute or two and then I get the message "Failed to update file! Please try again later". Well it's been like that for almost 24 hours now.
I've tried searching around but it looks like no-one else is having this problem. So is anyone else getting this or had this before?
Also if anyone knows who I could email at Valve about it that would be useful too. Thanks.
edit: I just tried to publish it as a new item and that also failed. "Failed to publish file."
Smaller update to adjust cover in a few important places.
Alpha 7
- Adjusted cover and props in B
- Added cover in CT Spawn to A connector
- Removed cover outside A gap
- Removed one cover box on mid forklift
- Minor texture fixes
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Current layout:
[Blocked Image: http://i.imgur.com/8GeWbsT.jpg]
Yep, it's updated on the workshop.
It does share a little similarity with Dust 2 bombsite B in that the entrances are similar (one gap in wall, one front, one side), however the internal layout is very different. Also the entrance sides are reversed compared to dust 2, with CT having the side entrance instead of the Ts.
Changelog:
- Redesigned bombsite A
- Redesigned short A and overpass
- Extended underpass and added more cover
- Adjusted props along Long A
- Widened T entrance to B
- Added second cover box on B highground
- Moved both spawns back (Encounter points still the same)
- Randomised player spawns
- Many minor changes and fixes
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After a lot of play testing, the most common issue people had with the map was bombsite A. It needed to be reworked. The pit was too awkward to play in and around so... it's gone!
Took me two weeks because bombsite A had to be completely rebuilt, along with the major changes to short A and the overpass/underpass area.
New bombsite A:
[Blocked Image: http://i.imgur.com/0H05cHb.jpg]
Outside new A (Long Side):
[Blocked Image: http://i.imgur.com/91sYx3B.jpg]
Outside new A (CT side):
[Blocked Image: http://i.imgur.com/kreEw7p.jpg]
New Underpass:
[Blocked Image: http://i.imgur.com/knR8rWQ.jpg]
New Overpass:
[Blocked Image: http://i.imgur.com/AZxZpsQ.jpg]
Overview:
[Blocked Image: http://i.imgur.com/CDLo8k1.jpg]
Thanks a lot!
I'm stuck on redesigning bombsite A at the moment but I'll keep trying. Hopefully I'll find a solution and release alpha 6 at the weekend.
http://steamcommunity.com/sharedfiles/fi…s/?id=146411465
Alpha 5
- Redesigned mid and bombsite B
- Added new path connecting mid catwalk to short A
- Added new path connecting mid to bombsite B
- Removed lower T bombsite B entrance
- Adjusted cover spots in mid
- Minor changes elsewhere
Display More
Well I decided mid did need reworking. I feel the map has much better flow and connectedness now. CTs can rotate through short A or even long A on retakes now. Bombsite B was also too complicated before and is now more streamlined. My next goal is to look again at how I can improve bombsite A.
New Mid:
[Blocked Image: http://i.imgur.com/AeUu6H4.jpg]
New B:
[Blocked Image: http://i.imgur.com/9I5BijT.jpg]
The 2D selection box you drag in a 2D view can be manipulated in the other views to create a 3D selection box (otherwise it assumes you want everything on the other axis by default).
A few things about the camera that made editing so much easier and wish someone had told me sooner:
When your cursor is over the 3D view you can press Z to toggle a WASD movement + Mouse Aim flying mode. I use this constantly.
When a object is selected press control E to center all 2D views on it and control shift E to point the camera at it. I'm also always using this.
You can hold down left click in the 3D view and it will cycle through all objects under the mouse instead of just selecting the closest one.
You can press X in the 3D view to get handles that allow you transform and rotate in 3D. Useful for getting props at the exact right angle which is tricky to do using the 2D views.
http://steamcommunity.com/sharedfiles/fi…s/?id=146411465
Alpha 4
- Simplified the T side of bomb site B
- Removed a number of unnecessary crates/props
- Added doubles doors in mid
- Adjusted CT stairs to Short A
- Added cover in CT Spawn to A connector
- Added more player clipping
- 32 player spawns
- Adjusted lighting in a few places
- Many minor adjustments
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I'm still debating if I need to add to/adjust the central hub area to allow for more lateral movement across the map (between A and B). I feel like once the Ts reach the CT side of the map then all players tend to stay on that side, whereas on other competitive maps there is more movement around the map even at the end of the rounds. I need to play test this more though.
Alpha 3 released:
- Removed stairway connecting mid CT-side to outside B T-Side
- Reworked the 2nd entrance into B CT-Side
- Added new path connecting CT Spawn to A
- T access to mid outlook now takes longer
- Added radar overview
- New environment lighting
- Improved player clipping in a few spots
- Misc fixes/changes
Display More
This update should help CT hold mid and make retaking A and B easier when the bomb is planted.
New B entrance:
[Blocked Image: http://i.imgur.com/rstvTwg.jpg]
New CT Spawn to A path:
[Blocked Image: http://i.imgur.com/VRLket5.jpg]