Quote from austinweiss13
You need a bombsite to compile!?
No you don't. Zero bombsites = elimination map. One bombsite = demolition map.
To be clear. Demolition map should have "Heist mode bomb target" set to yes.
Quote from austinweiss13
You need a bombsite to compile!?
No you don't. Zero bombsites = elimination map. One bombsite = demolition map.
To be clear. Demolition map should have "Heist mode bomb target" set to yes.
On _alpha1 I forgot that map should have 32 spawn points (mine got 10) . I realized it when warming up for the first map of the playtest day.
This was my face:
[Blocked Image: http://i1.kym-cdn.com/entries/icons/original/000/016/646/marvin.PNG]
Quote from FMPONEYou're making nice progress, but you definitely do need a consistent theme now
I recommend looking at movies, other games, concept art, etc. to help find something you're interested in personally
I would like to ask what do you mean by "consistent theme". Would you like to explain me a little bit?
To be honest about the theme. I came to the point where I had to decide whether to go. Realism or overall look. The map does not look nice when done realistic. So I need to find balance between them. There are some things that are placeholders for now. I need modeler who is whiling to make some 3d models for me.
Today I already fixed few things based on your feedback. I opened those windows near bombsite b and rised overhang. 3d skybox will be the last thing to do for me.
I chosed cargo because in the first version of the map bombsite A was a warehouse that had a big cargo on the platform. I found it easy to remember ![]()
Here is _b05 version of the map that I uploaded for my friend. It's still only for gameplay purpose because detailing is not done yet and there are some bugs and glitches.
http://steamcommunity.com/sharedfiles/fi…s/?id=442697402
- No clip brushes
- No bombsite A ( I forgot to turn on vis group before compiling)
- Not fully detailed
Regards!
This is how bombsite B looks right now.
[Blocked Image: http://i.imgur.com/VVYc5FI.jpg]
[Blocked Image: http://i.imgur.com/S0dohXY.jpg]
I will agree about the colors. I tried my best to guide the player to mission objectives. Bombsites are quite distinguishing from the rest of the map. I also tried my best to keep color palette clean so player could feel the atmosphere just as I want him to. This is current state of the map: http://imgur.com/a/ZWWvn. Don't mind those black details. Regards!
Hi guys. I have some new screens for you. Map is almost ready for testing. I decided to remake bombsite B because a lot of people complained about it and it can be clearly see on heatmaps that people don't like it very much. I will more screens later.
[Blocked Image: http://i.imgur.com/IAUXzCp.jpg]
[Blocked Image: http://i.imgur.com/sr6HqvQ.jpg]
[Blocked Image: http://i.imgur.com/Nx7fcch.jpg]
Some new screens!
[Blocked Image: http://i.imgur.com/J8V2gCD.jpg]
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Guma can you add me on steam ? I have something for you.
Yeah timings are better now.
Old timings:
TT-> A= 10 sec
CT-> A= 9 sec
TT-> B= 8 sec
CT-> B= 7 sec
B -> A= 15 sec
New timings:
TT-> A= 10 sec
CT-> A= 6.5 sec
TT-> B= 10 sec
CT-> B= 7 sec
B -> A= 15 sec
I just need to check for chokepoints now and tweak them again if needed.
Ok I came up with something like this:
[Blocked Image: http://i.imgur.com/2ZUQYvZ.jpg]
[Blocked Image: http://i.imgur.com/3uSFYGw.jpg]
Quote from VayaIt looks great but now you have even more clutter right on the choke! you really should remove that scaffold as it's going to make A entries horrible. the damaged wall needs to be rebuilt in such a way it doesn't screw visibility too- something jack mentioned in the playtest.
Just now you have 1-way visibility advantaging the defenders. AND on top of that you've added some props with metal railing to block shots...
What if I make this damaged wall bigger?
EDIT
Ok I made it a lot bigger and deleted scaffolding.
[Blocked Image: http://i.imgur.com/JbqHAHV.jpg]
de_cargo Bombsite A:
[Blocked Image: http://i.imgur.com/uFbeRL4.jpg]
[Blocked Image: http://i.imgur.com/yNcwEH2.jpg]
I'm making heatmaps right now. There are very useful in this process.
~~EDIT~~
Ok, I'm done with fixing for today. I fixed almost everything that you pointed out. Timings are ok now. Moved T spawn a little bit backward and changed CT spawn so they now have faster route to bombsite A.
Bombsite A looks like this now:
[Blocked Image: http://i.imgur.com/CWMKgmg.jpg]
I decided to delete all those pesky crates and add some new ones.
Regards!
Hi guys!
I wrote down feedback from playtest.
@Vayva I didn't fix those issues you pointed out because I wanted to see what people will do with those and how to modify to good use.
In alpha4 I will fix timings, remake B site a little bit and of course remove access to roof on bombsite A.
I also noticed that Ct can easily kill through connector, T that are waiting for entry on A.
QuoteDeclined, please take some more time to analyze the feedback you got and work on your map. Come back again when you're having a new version ready.
The problem is you guys gave me a lot less feedback than last time. I'm very confident that I can fix those problems in one week. But if You really want to decline my entry its ok and I understand ![]()
~~EDIT~~
Ok 'RZL give me 05.05.15.
Playtest 30.04.15
de_cargo_alpha4
Here is thread for de_cargo:
de_cargo CT spawn area:
[Blocked Image: http://i.imgur.com/78YPguq.jpg]