The map looks awesome. Had a lot of fun playing it on the servers.
BTW is that a custom truck?
The map looks awesome. Had a lot of fun playing it on the servers.
BTW is that a custom truck?
Good stuff!
Solar panels:
Still working on the base, but I think the tiles turned out pretty well. Now I just need to find I way to align them
. It sucks that blender doesn't tell you which vertices you've selected on the UV map. I'll add some shades to the white texture and if it does not look better, I'll increase the complexity of the geometry.
I decided to replace the nuke door frames with my own designs. I made these low-poly models in 30 mins:
I think they look pretty cool. Definitely more interesting and unique than the old ones. They will most likely not be orange though, because the main color on the outside is gonna be orange (except for the ship) and I don't want to have too much of it. Also the indoor areas are going to have a different color theme.
I will make a better/more detailed version of these door frames with actual texture later.
Here is a concept art that I made:
V5 is out on the workshop with the new connectors and the stretched out short. Filename's still de_glacev4 though. Here is the slick new radar:
http://steamcommunity.com/sharedfiles/fi…s/?id=919675967
De_Glace is rotating on 3kliksphilip's playtesting servers (https://lorum.eu.3kliksphilip.com/servers) alongside 9 other maps. Go ahead and check them out. Support the creators.
When I tested it yesterday I got those red/black error boxes replacing all the props so I had to hide them. Have you compiled everything into the map? Or maybe it's just me.
Other than that I think it has a lot of potential. I love that lift bombsite. I was thinking of making a ski lift map but never got to doing it.
Here are some screenshots from the new connector from CT spawn to Bombsite A, the new connector from CT to Mid window and the new A short, a little longer than it was before:
And here is the new overlay image with adjustments to the timings:
I am still working on the timings. I feel like the CTs shouldn't be able to get to middle so fast, but I do want to keep the new connector.
It takes roughly 25 seconds for CTs to rotate from B to A through T spawn and 15 seconds through CT spawn or Middle.
A short is a little bit longer, but the box at the corner allows terrorists to expose themselves to one angle at a time therefore making it easier to take control of A.
And yes, you can walk on that peace of ice in front of the ship and hide behind that "glace", but you shouldn't be. I always forget to fix that issue.
This version is not on the workshop yet.
Also here is a smoke for Upper B/Alley:
Nihil's tutorial for exporting from blender is pretty good and he explaina how to get the scale right.
It's on the workshop.
Still have not decided if I'm going to keep that orange silo in the middle or not.
I am also planning to change the thing between CT and short:
I used Photoshop for this concept art. It's not that hard to learn. There are some great tutorials out there like this one:
I've been working on some changes to bombsite A, which was pretty broken. So I though the ship was pretty boring and decided to sink it:
I've also blocked off part of the sidewalk with a "glace" and added a new entrance to the ship from sidewalk:
The ladder has been moved here:
And this entrance is now on the other side:
There is a wallbangable blocked off window here:
Here are some more screenshots:
So now there is a lot more reliable cover for the CTs, it's more difficult to push the sidewalk and it should be more difficult for Ts to take the site even if CTs are not pushing. Overall I think it's all for good and it feels a lot better than before. The big block in the middle is a stack of shipping containers and the white statue is a crane. I hope you like these changes. I just did a fast compile to show some screenshots and I will put it on the workshop tomorrow when I have time to compile.
Working on V5. Soon coming to the workshop.
Goals of this update:
- Balance choke points by adjusting timings
- Make mid more viable for both the Ts and the CTs
- Nerf the flank/rotation timings
Here are some screenshots of the changes:
- First of all I added these barrels since it was not obvious that you could boost a teammate on top of the container and now it is easier to do so. This also add some tactical depth for the Terrorists when taking the site:
Squeaky has been removed and replaced with a wide door for more maneuverability:
- Some of the awkward and problematic angles have been removed like the angle from the door to upper B or from the site to the entrance to squeaky from mid:
- The box on upper B has been moved back so now it can be blocked off with one smoke and if the CT playing there wants to watch squeaky, he has to expose himself to B Long:
- The one way drop ramp in T spawn has been removed to increase the rotation times and prevent CTs who are pushing B Long to take advantage of it and use it as a headshot angle:
- New box on A. There was very little cover on the site so I decided to add this one. Not sure how this will affect gameplay. I might completely rework the cover on:
- I was thinking of adding some cover to the left side of middle and people requested a way to boost yourself in mid Window Room so I decided to combine the two ideas into this one room:
And instead of boosting on the platform/balcony outside, you can go through this vent:
- Another change to middle would be this silo tank:
It blocks the sightline from short window/door to top mid:
Other changes:
- Removed crappy angles
- Timings adjusted. Ts now arrive at Long B almost at the same time as CTs at upper B and they can get an early pick if they get a good spawn. CTs arrive to middle 2 sec slower
- Many ramps added
- Ts can now easily drop underneath the Blue container bridge outside A
None of these changes are permanent. I am just trying out new stuff to see how it will work out. We had a playtest yesterday and mid appeared to be underused. Still trying to figure out the problem with Sidewalk(check callouts for reference) timings.
Here is the new Overview:
So my main goal with this update is to encourage Ts to take mid control and add more tactical possibilities for both Terrorists and CTs.
Quote from ItzOmega1 hour ago, ItzOmega said: @NikiOo When I change the skybox a bit more larger to make some places different and more open then it turns all the map black. If I keep the map as it is now the light is ok but if I change some skybox brush then it turns all black.
IDK maybe try redoing the skybox
Have you made any recent changes to the skybox settings or the light/sun?
Gotta add some dirt to those houses ;D
Check this out:
Central Time:
Playtesting with TopHATTwaffle on Friday, June 2, 2pm – 4pm.
8v8 Casual playtest.