Posts by Panda
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Its more of a risk/reward rotate path. You can rotate quicker through the T end of mid but with a risk of being killed or take the safe long route around. It gives more options imo.
EDIT: Both the routes through mid and T spawn are ~17 seconds between either site. How I see it, now, is that if Ts fail on B they can quickly contest mid to gain an extra entrance into A without spending more time walking around to get to mid.
The workshop has been updated as well - http://steamcommunity.com/sharedfiles/fi…s/?id=649444790[/b]
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Most changes have been made, apart from the clipping, I will do that tomorrow.
Hopefully these changes have fixed the majority of problems.
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Quote from Klassic
2 minutes ago, Klassic said: Don't be fooled by the screenshots! Just kidding. pretty good map. The style itself hasn't been applied to the map yet though, still blockout.
Sounds nice! but i don't think there are a lot of stock props for water stuff... might need to find some custom props or even make them your own
Wish me luck!! On my first map de_underground I managed to find someone to make me custom props so maybe I could ask again, unique props.
Maybe we should just talk somewhere else...I'll add you on steam.
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Quote from Klassic
5 minutes ago, Klassic said: Hmmm... if you execute the style well it will look great. I do suggest having a 'twist'. So it'll look more attractive. Look at de_contract (and yes i know you know that map shut up)
/emoticons/biggrin@2x.png 2x" title=":D" width="15"> or look at the prototype style of de_climate:They seem to have a really nice execute of the modern style
Yeh, I do know de_contract, I'm asked to playtest it quite a lot
/emoticons/smile@2x.png 2x" title=":)" width="15"> I think I will have a look at de_climate, the screenshot looks really nice.I was thinking of doing a water station facility thing near the caspian sea in Russia. That was my initial idea. Basically, cache but more modern.
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So not generic, Do you think environments like the new nuke is unique? I will try to add in some interesting areas, another example is de_crown but thats a bit extreme.
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What would be a 'unique' feature in terms of the layout?
Don't say something different
/emoticons/smile@2x.png 2x" title=":)" width="15"> -
Quote from Freaky_Banana
9 minutes ago, Freaky_Banana said: But wait, if 1 and 5 are removed, how do Ts get into mid
/emoticons/biggrin@2x.png 2x" title=":D" width="15"> ?Haha, they have to boost ontop of the building. Good stratgety decision. The bottom 5 will be removed not the one above it
/emoticons/tongue@2x.png 2x" title=":P" width="15"> When I make it itwill be more clear. -
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Quote from KlassicDisplay More
20 minutes ago, Klassic said: Some problems I've found while playtesting your map with @madsenfk
1. The stairs, no playerclips. Please
2. As @Drakeee said. it does not seem to be worth the effort to take mid control.
3. The vents are really akward... I suggest making it so that you don't have to crouch through them and make it so that you don't have to jump up the 3 boxes. (Just make it a ramp or something)
4. When coming into A as a T (at the catwalk bit with the door) I feel very unsafe. Maybe add more cover there.
5. When coming into A as a T there are a lot of spots to check:Those are 6 spots
6. Also coming up to the catwalk bit at A (as seen in the spoiler above) as a CT is really akward. Maybe make it some kind of ramp...
7. Rotation times. (around 17 seconds)
8. The layout itself. My suggestion for changes to the alyout:1. Remove this so it is worth taking mid control.
2. Shorten these parts so the rotation times would be at least a little shorter
3. Make the spawns smaller (especially T spawn)
4. Making the map overall even less blocky
5. Personally I do not see the point in this part, no real 'important' place. I suggest you remove it9. This map doesn't have any 'unique' aspects. That's why most people wouldn't play it, keep that in mind.
Overall this map has potential, layout needs A LOT of work.
~ Klassic
Thanks a lot for your feedback!
I completely agree with the mid suggestion, I will remove number 1 in the vent path. The reason I made T spawn so big was because the timings for mid were very tight with CT, but I guess if I remove number 5 it will fix that. But I'm concerned about having to walk back on yourself to get to mid.
I will try to attempt all the changes you have suggested, may take a while... especially the clipping on stairs
/emoticons/tongue@2x.png 2x" title=":P" width="15"> Hopefully I will have an update out by tomorrow for you guys to look at. -
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I have been working on this map for just under a week , so it is in very basic. The theme is a bit messy at the moment but once I work on it I hope to make it more defined. I also encourage you to look around the map in-game. All feedback is appreciated!
Workshop link:
http://steamcommunity.com/sharedfiles/fi…s/?id=649444790
Spoiler Radar (V1):
Radar (V2):
Mid:
T spawn:
A site:
CT spawn:
B site:
Connector:
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As promised, here are is the workshop link and the overview.
http://steamcommunity.com/sharedfiles/fi…s/?id=553146237
Any feedback is appreciated!
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Quote from Quotingmc
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.
Okay, I'm not sure when you made the changes but it's nice to know that you're acting on feedback. GOOD JOB!
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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!!!!
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Here is my 2nd attempt at a map called de_shoreline (subject to change) which is set along the Italian coast. The map is fairly complicated at first glance but, in my opinion, after a few matches it will be easy to navigate around. please look around the map and feel free to give feedback. I'am more than willing to make any sensible changes to the map.
Overview:
Workshop link:
http://steamcommunity.com/sharedfiles/fi…s/?id=553146237
And now some pictures:
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Coming to think of it, both sites are extremely hard to hold for CTs. From 2v2 playtests it is quite hard to determine the successfullness of a site. To fix this add more cover and make the site considerable bigger. Also, maybe give CT boosts and strong positions in which to hold the site to give them an advantage over the already advantaged Ts.