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  3. Quotingmc

Posts by Quotingmc

  • de_sawmill

    • Quotingmc
    • November 18, 2015 at 9:48 PM
    Quote from Panda

    Make the sites bigger and add cover where appropriate. This will make the map better, trust me, this is the main thing that needs to change at the moment!!!!

    B site was widened by about 128 units and A was opened up by the movement of squeaky (may not be obvious due to wood stack on site also moving across.

    Experimented with cover on B and have a few new ideas. Thanks for the comment.

  • de_sawmill

    • Quotingmc
    • November 18, 2015 at 9:23 PM

    New Entrance to B for T as well as changes to enlarge A site and shorten Squeaky:

    A site

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/400053744944538689/DCF527BB793D6C5E03839D05649F179839EF7FC3/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/400053744944539054/018076098BDF054C54382EF36B840FF3A83DCE2C/]

    New T entrance to B

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/400053744944539456/BA917C57968E3CA48F38884D05A6E4495D0C2D43/]

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    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/400053744944546417/F2A22862A1B6051550C7A937C4599B80B6A3D488/]

    Thoughts on changes appreciated! Workshop link is still to latest version

    Looking to add more elevation to A site. Several 3v3's and 4v4's today gave some vital feedback which should help to improve the map. I do read and incorporate all feedback where I think it makes sense!

  • de_sawmill

    • Quotingmc
    • November 18, 2015 at 1:58 PM
    Quote from swst.turn

    I ran along map, here some thoughts:

    First of all squeaky is way to slow and narrow, Ts will be exterminated there through spammable windows, also squeaky fence isn't clipped, btw CTs can spooky hide behind the door :D

    Hidden Content

    In my opinion A for CT is very hard to hold, there is heavy lack of covers. If T will have middle and push A from 3 directions (mid, main, squeaky) CTs have no chance to defend site, add here rotation time of CTs about 15 seconds (roughly measured) and you will get easy rounds for Ts. Also Ts can boost and pick CTs behind wood stack through middle to A connector windows.

    I think it's possible to increase awesomeness of saw blade on B by turning it into a cover, if remove second(central) way for Ts, cause I think it's give a advantage for Ts (imagine to hold 5 men rush from 2 ways with almost same timings) and creates too easy flanks for CTs.

    Also CTs can easily pick Ts going from Mid to B, very confusing sightline for Ts, please fix:

    Hidden Content

    Some other issues: not all stairs clipped to ramps, incorrectly attached radar, also black textures of glass:

    Hidden Content

    Display More

    Thanks for feedback. Already been suggested B middle path be removed so I will do that next update. Clipping of stairs I will also get done, I have just been lazy. Debating on changing squeaky all together but thanks for the comments. Radar is a remnant of a working one from a while back, will delete for next update and the windows are black as I forgot to pack custom content. Will make sure I up my game and remove the small errors for next update.


    Thanks again for for showing an interest and for posting feedback :D

  • Favorite map in any game

    • Quotingmc
    • November 17, 2015 at 9:03 PM

    cp_freight hands down for me. May seem unusual but I love it so much, only map I played on TF2 for a while.

    [Blocked Image: http://www.tfportal.de/gfx/content/tf2/maps/cp_freight.jpg]

  • de_sawmill

    • Quotingmc
    • November 17, 2015 at 8:50 PM

    Lots of changes based on playtesting:


    T spawn has been moved back considerably changing the timings. Initial testing suggested strong T bias so I hope that this update may have fixed that.

    New mid to B connector and CT entrance to mid

    Quote

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    Consequently the window was moved

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/400053744940112496/01884F890A0EEEFA35D8258CF156FE423B10E31B/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/400053744940123192/654F16C83F6F9DD6C0FD20D32413AFC5BE0CF80C/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/400053744940123536/717CF4339165D881DC287B729605A110C289FC45/]

    The fence at the back of A has switched sides

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/400053744940113709/D841CBB33A3D59378D20D26DA412715D9346FA70/]

    T entrance to A his been enlarged and squeaky has been shortened

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/400053744940113962/1259C3C184C4814045C12FF34EF7AEC76ECEF604/]


    Workshop is up to date, any feedback is still greatly appreciated!

  • de_sawmill

    • Quotingmc
    • November 16, 2015 at 7:56 PM
    Quote from Freaky_Banana

    Heyho,

    so I had a run around the map doing some exploit hunting .

    This is what I found:

    multiple game-breaking selfboosts all around the map, a not properly lined up radar, ridonculous wallbangs (and I bet those were NOT intended ) and also no collision props.

    I would suggest to you to just player clip all of the roofs, fixing the models (the sign in B-site and the box towards T's mid exit in that small room (from which I found an awesome one-way wallbang to where the CT's sniper is going to defend mid presumably)). For the rest of the wallbangs it could be benificial if I just joined that testing group to show you ^^.

    I have to mention here that I love the map's theme and that I really like the architecture, so keep going please !

    Cheers!

    Display More

    Fixing right now!

  • de_sawmill

    • Quotingmc
    • November 16, 2015 at 4:56 PM

    Thanks for the feedback, I am planning on redesigning the T side of the map including moving back T spawn as they reach B and A too fast. Will change door texture too :)

    Quote from Logic

    This is just speculation, but I think playing this map as a CT would be really hard. I'd like to run around with another person in order to get a grip of the exact timings though. I might have gotten something wrong.

    Add me and you can join us, we test it regularly between a small group of us :)

    http://steamcommunity.com/id/Quotingmc

  • de_siheyuan [WIP]

    • Quotingmc
    • November 16, 2015 at 7:28 AM
    Quote from SotaPoika

    Doesn't matter, it can still show how you've created space and geometry in the level so far. It'll tell quite a lot of the map actually.

    Also if you are lazy like me, I will only download a map if I at least have an idea of what it looks like and if it is worth my time not to sound big headed.

  • de_sawmill

    • Quotingmc
    • November 16, 2015 at 7:25 AM

    For now I am scraping the dust, getting an fps drop inside it from 230 down to 30

  • de_siheyuan [WIP]

    • Quotingmc
    • November 15, 2015 at 10:24 PM

    Screenshots or download?

    Hard to judge from just overview.

  • de_sawmill

    • Quotingmc
    • November 15, 2015 at 2:51 PM
    Quote from Logic

    The original

    Your a visibilty over visuals guy? :P

    Currently favouring a toned down dust effect 2. Has tiny effect on visibility but is enough to make the room look dusty and like the saw has been producing wood dust.

  • de_sawmill

    • Quotingmc
    • November 15, 2015 at 1:44 PM

    Trying out some dust effects, what looks best?

    Original:

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/400053744929787165/F82FC3A9B2FF54D410DA2FD150A12F0DE6BB3A1D/]

    Dust Effect 1:

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/400053744929787814/E4D5E1BEAB984CCEF15CC6F81983D750B7E731AA/]

    Dust Effect 2

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/400053744929891907/BBBA6A712089DAFDA42757FA9899DD8B9AD9F37B/]

  • de_sawmill

    • Quotingmc
    • November 15, 2015 at 11:04 AM

    Working on a new T entrance to mid and add the walkway above (not accessible) :

    [Blocked Image: http://i.imgur.com/CwSFDrp.jpg]

    [Blocked Image: http://i.imgur.com/bNzrXUX.jpg]

    [Blocked Image: http://i.imgur.com/Q6NnmT7.jpg]

  • Mapcore Emoticons.

    • Quotingmc
    • November 14, 2015 at 11:56 PM

    The current mapcore emoticons are pretty generic and boring.

    Could we get some new ones based around mapping and game design. Maybe even a contest to create some would be cool.

    :dino:

  • [WIP] de_meat [Looking for gameplay feedback]

    • Quotingmc
    • November 14, 2015 at 9:37 PM
    Quote from Tyker

    [Blocked Image: http://i.imgur.com/FimRm6n.jpg]

    How do you get this sort of smokey dust effect? I noticed it on old version of nuke but there appears to be no trigger block set to anything to tell it to exist.

  • de_sawmill

    • Quotingmc
    • November 14, 2015 at 9:13 PM
    Quote from Logic

    Theme already looks great! It will be fun to see this detailed in the future.

    I already love the saw blade on B

    The saw blade has been a hit, debating releasing a version that does damage if you touch it :P

  • de_sawmill

    • Quotingmc
    • November 14, 2015 at 3:27 PM
    • Renamed to de_sawmill
    • Redesigned back of B:

    Before:

    Quote

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    [Blocked Image: http://i.imgur.com/c1hhgjR.jpg]

    [Blocked Image: http://i.imgur.com/61l7UHC.jpg]

    After:

    Quote

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    [Blocked Image: http://i.imgur.com/pCVRW6D.jpg]

    [Blocked Image: http://i.imgur.com/YwzkGTl.jpg]


  • de_sawmill

    • Quotingmc
    • November 14, 2015 at 12:18 PM
    Quote from hamilton5

    de_lumber

    http://steamcommunity.com/sharedfiles/fi…s/?id=289481917

    Wasn't aware of this, my bad.

    May rename de_sawmill

  • Complex

    • Quotingmc
    • November 13, 2015 at 10:18 PM

    Map looks far more polished, less random props and more thought out placement. Starting to take shape.

  • de_sawmill

    • Quotingmc
    • November 13, 2015 at 10:15 PM

    DE_SAWMILL

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    [Blocked Image: http://i.imgur.com/nJ8GqsQ.jpg]



    This map started as an idea for a map based around a lumber mill, much like this one from GTA 5 . I thought that the setting would be unique and an interesting twist on the generic warehouse map. A then created a layout based around the theme and from that de_sawmill has grown. The layout is fairly similar to original ideas and drawings with only the bombsites undergoing major changes.

    Criteria I aim to meet:

    1. Balanced map with well timed choke points and rotates
    2. Fun layout that is different to other maps
    3. Large amount of opportunities for teamwork and smokes
    4. Large amount of wall bang spots

    Rotation times stand at about:

    • 12 secs through CT
    • 10 secs through Mid

    Download: http://steamcommunity.com/sharedfiles/fi…s/?id=553156940

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