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Posts by jd40

  • [WIP] de_abyss

    • jd40
    • July 26, 2015 at 8:02 PM
    Quote from laminutederire

    Great to see you took feedback into account, I'm particularly pleased by the effort you put in optimization, it is now playable on way higher settings on my computer ! However, I don't understand how to use the yellow model as cover, would you be so kind as to explain me what you intended with it?:)

    Same way you use lamps at overpass long, doesn't really serve much purpose really. I'll either add some cloths hanging from the top or remove it completely.

  • [WIP] de_abyss

    • jd40
    • July 25, 2015 at 11:03 PM

    Update

    Thanks for the playtest & feedback, again.

    Here are the changes so far, I'll do another playtest when more detailing is done.

    A:

    Quote

    Lowered the CT balcony,

    [Blocked Image: http://i.imgur.com/KoVdueX.jpg]Added a new entry into A (door), turned the vent into a regular sized connector

    [Blocked Image: http://i.imgur.com/nbUvMiE.jpg]Alternate way of attacking A long (stairs), pic also shows entry into connector to door.

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

    B:

    Quote

    Removed door, widened the hole, moved the container away from the doorway.

    [Blocked Image: http://i.imgur.com/oVFVU9T.jpg]Replaced boxes/etc with stairs, changed opaque railing to see through on cat.

    [Blocked Image: http://i.imgur.com/hLS8xZx.jpg]


    Mid:

    Quote

    Mid window still there. Altered the angles a bit, no more ramp, should be easily smokable.

    [Blocked Image: http://i.imgur.com/PphV14a.jpg]Added a chokepoint at T side of mid (should slow Ct rushes) also removed boxes which allowed CTs to solo boost. Added some cover (the stupid yellow model, will probably remove it after the playtest, but we'll see)

    [Blocked Image: http://i.imgur.com/XAqGOd5.jpg]

  • [WIP] de_abyss

    • jd40
    • July 17, 2015 at 2:17 PM

    Update

    Thanks to everyone who joined the playtest, got some really good feedback. Noticed most people were going B, probably because A is still greyboxed. So most of the feedback was directed at B as well.

    Changes at B:

    Quote

    Moved container to the left, blocking plant for door.

    Moved CT main down to bombsite level. (Makes more sense anyway)

    Added some play surface behind the abyss.

    Moved AC units to the wall, can't hide behind them anymore.

    Removed boiler room.

    Removed AC box at T entry from mid.


    [Blocked Image: http://i.imgur.com/JbM8Atk.png]

    [Blocked Image: http://i.imgur.com/tx7EX0l.png]

    Display More

    Changes at T route to B:

    Quote

    Added entry for simpler access.

    Removed some angles

    Added 2 pillars to provide some cover for rushing Ts.

    Blocked windows from both sides, should help with performance as well.

    [Blocked Image: http://i.imgur.com/lPyJELF.png][Blocked Image: http://i.imgur.com/1XuANo3.png](arrows are meeting spots)

    No changes at A, but I have some concerns about vent being to easy too take. I'll have to get this playtested again soon if I hope to finish the detailing on A in time.

  • [WIP] de_abyss

    • jd40
    • July 10, 2015 at 11:37 PM

    I've applied for a playtest on the 14th. Workshop has been updated with a full compile. Performance should be fixed(please let me know) and everything is packed this time.

    OP updated with the new radar.

    Already noticed bots having trouble going up the stairs at CT spawn, not sure what to do about that.

  • [WIP] de_abyss

    • jd40
    • July 6, 2015 at 7:16 PM

    Workshop updated with the new layout

  • [WIP] de_abyss

    • jd40
    • July 3, 2015 at 11:52 PM
    Quote from laminutederire

    I don't know if it is only me but I dropped to 20fps very often, so either it isn't optimized, or my computer isn't in good shape these time, or a lille bit of both.

    Graphically it is as nice as expected so that's great.

    (Layout wise I don't have much to say, Fps drops and bots camping at both spawns (i suppose it is due to performances ) weren't great to test it, I'll try it later though)

    This compile was mainly meant for reviewing the layout, it's not really playtest ready. Performance should be fine for the playtest version.

    Quote from DooM

    I get some fps drops too, mainly from around 150/160 to around 80 in places, the skybox seems to encompass the entire map, something I forgot to mention in my feedback, this needs to sorted out asap.

    Yeah that's just something I do when testing layouts real quick. Much easier to make changes without having to seal the map properly. I seal it up as I detail. The problem here is probably no vis in compile.

    Quote from Qbopper

    If you're having to scrap an entire bombsite at this point I would think you might want to give up on detailing and just greybox it until you get a good layout

    It looks really nice but you're just gonna end up doing much more work than you need to if you make something pretty then throw it out

    The parts I scrapped were greyboxed for the most part. But yeah it hurts throwing away detailed areas.

  • [WIP] de_abyss

    • jd40
    • July 1, 2015 at 9:16 PM
    Quote from DooM

    Some thoughts:

    Hidden Content

    Thanks, I've been working on this map on and off for a long time, forgetting half the changes I made and the reasoning behind them. so it's nice to have some refreshing perspective. I've decided to completely scrap A and remake it. This makes it the third or fourth time I did this. I tried to move it as close to B as possible.Hopefully making the rotate time better. I'll also have to adjust the spawns for timings.

    Here's what I've decided to do with B-mid. Remove both connectors, raise it all to upper level, B entry on catwalk(not sure), block off CT/mid.

    A lot of this will probably change once I see the angles in hammer but here's a rough mockup.

    [Blocked Image: http://i.imgur.com/c61nXAU.png]

  • [WIP] de_abyss

    • jd40
    • June 30, 2015 at 10:54 PM

    I've updated the workshop version with a fast compile. I'd appreciate any feedback especially concerning the layout.

  • [WIP] de_abyss

    • jd40
    • June 26, 2015 at 6:31 PM

    Mostly been working on the layout lately. Here's the current one.

    Quote

    [Blocked Image: http://i.imgur.com/NVk3IxA.png]

    This is a quick picture just showing how those catwalks near B look like

    Quote

    [Blocked Image: http://i.imgur.com/p0VodGr.jpg]

  • [WIP] de_abyss

    • jd40
    • June 22, 2015 at 10:21 PM
    Quote from jackophant

    wow, yeah I'd probably stop detailing and get that greyboxed area tested asap. It looks like a labyrinth and the flank will be too strong to be fun.

    Which flank do you mean? the overview really doesn't show much. It looks like a labyrinth because it's on multiple levels. I've been holding off detailing that area because it feels off, especially that window. The playtesters liked the window tho. I'm conflicted if I should just remove the whole B window area. It certanly gives Ts more options.

    Quote

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

  • [WIP] de_abyss

    • jd40
    • June 22, 2015 at 3:53 PM
    Quote from blackdog

    On 6/22/2015 at 4:30 PM, blackdog said: It's looking pretty, but without player reference seems a bit cramped. The abyss is "can't see shit captain" type of area. On steam I only see the minimap

    You can't actually go into the abyss, it's just a setpiece. You can jump in tho. (and get killed by a 400 dmg trigger hurt)

    Here's the closest i've got to a minimap and some hammer view player references.

    Quote

    Spoiler [Blocked Image: http://i.imgur.com/oqxW72c.jpg][Blocked Image: http://i.imgur.com/6pu5uP0.png][Blocked Image: http://i.imgur.com/OgV6X3L.png][Blocked Image: http://i.imgur.com/z5hDyTU.png]

    [Blocked Image: http://i.imgur.com/YH8Zb5E.png]

  • [WIP] de_abyss

    • jd40
    • June 22, 2015 at 12:23 PM

    A map set in an industrial / R & D / experimental complex. Inspiration comes from socialist architecture, black mesa and modern office buildings.

    External Content www.youtube.com
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    Layout

    [Blocked Image: http://i.imgur.com/Vc9bybx.png]

    [Blocked Image: http://i.imgur.com/90MWvmp.jpg][Blocked Image: http://i.imgur.com/TAQe2th.jpg][Blocked Image: http://i.imgur.com/l453YLZ.jpg][Blocked Image: http://i.imgur.com/xVOyZop.jpg]

    You can find more screenshots on the workshop page.

    Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=497563692

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