The layout for the play test today.
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Quick preview of the new A Site
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The layout for the play test today.
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Quick preview of the new A Site
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Guni Hoping to bring in some of the lighting back from the Jan19th version. I'm sure there's still a few spots to be exploited in the next playtest, though the tree is now an apartment building ![]()
@3Dnj koth_king is a big influence on this project, and all the textures are just placeholders!
https://www.johnsto.co.uk/design/making-dust
Dave has been a major mentor of mine for the last several years (he may not even know this yet) so it's only proper to borrow some tf2 textures until the art pass is in progress.
Quick preview before the March12th play test
B Site on Bridge
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B Site from CT entrance
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Long A, Buildings smoothed out for flashes and smokes
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Mid looking alive
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T to Long A
Excellent suggestion, a few people have mentioned that the Halls from T Mid towards Alt Mid or Lower B Just weren't anything exciting to look at and simply dismissed their existence. Since the T's have the jump towards B initially rotating through the Lower B connector towards Mid could be a substitute for the Alt Mid path that existed originally. Again I'm surprised it took this long to make the change but I appreciate the suggestion, the T's can't always have the easy way out and now it will cost T's a few extra seconds if they decide to try their luck at Mid.
The memory of those trains still exists in the current versions.
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Updated the B site! Currently working on smoothing out the brushes near stairs.
Definitely visually more appealing than the 2014 contest version release. I haven't gotten a chance to test it with real people yet though I noticed the T bots sometimes get stuck by the metal scanners by T spawn. Glad to see that you kept the surf ramps attached to the stairs from the previous version.
Congrats on the release.
Are you kidding me!?
Sign me up. Also @ unremarkable player ; being new is a great reason to start being active in the community and be a part of things like this.
Requesting to reserve Thursday the 12th of March (12.03.2015)
de_festival (the japanese themed map)
Is there a download?
I'm itching to give it a go, looks great from the preview.
https://drive.google.com/file/d/0B2JGQk…iew?usp=sharing
Here's the site only if you're interested in taking a look.
There's plenty of ways to smoke the site, and a few more difficult ways to smoke the middle of the bridge. There's also a way to smoke CT side of the bridge if the T's take control of Mid.
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I think the roof on the overpass is going, maybe just lob smokes and flashes over the glass panels.
Also, calling this one Festival (de_festival)
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The current layout, looking forward to testing out the new B Site.
Added vents from Tside Mid to Tside Horseshoe.
Also added Bhalls from LongB to Mid to B connector.
Congrats!
Checking out Ultra Flow at work!
hamilton5; You're going to hate the 3rd layout.
I think I went 360 with it.
Will be hosting a 5v5 test this Saturday and Sunday (21st and 22nd) at 1230PM Eastern Time (EST) both days. PM via Mapcore for any info if you are interested, currently trying to find possible changes that need to be made to the layout before adding serious details.
Edit 2/20/15: Looks like a few folks are available for Sunday, with a big update on the way this is going to be an interesting play test.
March 9th was when the CEVO 2014 contest was announced, so I'm guessing the 2015 contest is around the corner. Though it wasn't officially announced I think it's safe to say it will happen again (unless CEVO would like to stop promoting their league for some odd reason).
Make the Korea map if you were already planning to, it will be more creative than last years pool of mostly industrial warehouse themed maps.
There's been drastic changes since the last update. First Mid is finally an essential part of the map providing an additional opening into each site during the round. There's a bit more pressure for T's to utilize Mid properly since there's no longer a subway (which seemed to easy in the first place). The removal of the subway provides an added pressure for T's to commit to bombsites increasing the rotation times in the middle of a play. The value of information gathered by a CT who spots incoming T's is more reliable since incoming T's may not have time to jump down into the subway tunnels rotating towards the opposite site. Ultimately the subway was extra space for players to disperse between, making them ideal for 10v10 situations, though may not be necessary for a 5v5. Bombsite A (previously bombsite B) was a set of pyramids (thought to be an art sculpture, hence the current A label) was removed to see if it would be missed, and of course it was brought up. The pyramids are making their way back into the next update, along with slight changes to Long A. While the back of Bombsite B is still under heavy construction, with a current focus on Banana and Horseshoe being well balanced for each team.
Current version of the Japanese Themed Map. Feb 12th available via workshop. PM for a link.
Vaya, works properly!
Made some big changes to the Japanese City themed map, would like to follow up after Vaya's de_solution this upcoming Thursday the 8th (12.02.15)
Looking forward to an epic double header!