Getting back to mapping after a break for exams
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Getting back to mapping after a break for exams
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There's something about lights on wood
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Now that is cool. Time to try this in hammer.
There is no spoon
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Making the most of the new nuke assets
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Just finished v23. The changes were based off of feedback from playtesting (thanks!!) as well as personal ideas. Here is an imgur link to an album of the changes. Nothing too drastic as people seemed to like the layout.
Thanks for all the feedback!
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Working on the building for B site on de_vision
Quote from VayaLooks like it have a unique look even just from the greybox. Are you using references? Art Galleries are designed to complement the works they are showing so if you're going for a realistic look you'll have to be careful not to mix and match styles.
Bombsites both look similar and boring - just a collection of boxes in a room. you should both be thinking about bringing something unique to them- differences in elevation or features like bench on mirage B.
We've got a bunch of references so hopefully we can maintain a constant style throughout. As for the bombsites, we need to have a play around with some different ideas but you're right about them being a bit boring at the moment
Been a while since my last map but REz' and I have been collabing on a new competitve map. It's called De_Vision and is based in a modern art gallery. Unlike Rez's and my previous mapping attempts, this one has been planned from the beggining so it will be interesting to see how this one goes.
It's got a simple mid with a bridge at the T end to give an advantage to Ts in mid, allowing them to more easily control the centre or the map. A is a simple site with one main T enterance and a small enterance only accesible by a boost. This should hopefully make pure skill based play more of an option on this site to make it fun for gamemodes such as casual. B on the other hand has 2 enterances for each team as well as an alternative route up the side of the site for flanking and more tactical play.
Here is the workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=537713719
And here are some screenshots:
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REz' and pb
Thanks a lot for doing this! Now I can cry at what the competition is more easily...
Thanks for the playtest!
@'RZL, please may you upload the chat logs, feedback etc.
Just some screenshots of the updated map
Quote from tommI just wanted to say that you've nailed the A bombsite, there's just something about it I really like. Probably the elevation on the T side combined with defensive position of the CTs creates an interesting gameplay, I enjoyed it a lot.
Thanks a lot for this comment. After the previous playtesting it was obvious that there was something wrong with it and this is the result!
Just made a new update following feedback from the playtest (sorry about the delay!):
Really good map with a solid layout
Also I would recommend using these compile settings for release:
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Just a quick pointer: Naming a bombsite "A" won't make it bombsite A on the radar
The big post reddit playtesting update!
+ Moved A ramp tree so it doesn't obstruct grenade play.
+ Moved A ramp skybox so it doesn't obstruct grenade play.
+ Raised the ceiling and doorways in A house so heads can be seen from A site.
+ Moved short A door so Ts can move to long without being seen.
+ Moved T spawn towards A to reduce B rush effectiveness and to allow a more effective A push.
+ Widened CT spawn to make it easier for CTs to move at round start.
+ Moved CT spawn closer to B to counteract removal of cut-through to mid.
+ Made B heaven roof longer to look more realistic.
+ Changed clipping on rails at B to allow grenades and bullets to pass through them.
+ Fixed crate exploit at B.
+ Raised the door at B tunnels to allow for fairer conflict.
+ Added concrete shields at B to prevent CTs from flanking B tunnels from mid easily. (Grenades can still be thrown over the top)
+ Improved A site. (Subject to change)
+ Added grate at B corner window to remove confusion over attempting to jump through the window.
+ Re-detailed A.
- Removed roof from middle to de-clutter and improve visibility.
- Removed statue from B fountain to improve visibility from heaven.
- Removed middle to A connector barn to de-clutter and improve visibility.
- Removed the gap in the buildings by CT spawn to allow greater T control of middle and to raise rotate times through CT spawn and therefore reduce flanking.
Thank you so much for all the feedback
-pB.