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  3. AlphaOwl

Posts by AlphaOwl

  • de_Taisha

    • AlphaOwl
    • May 24, 2024 at 5:54 AM

    A7 Update! I figure I separate this version from A6 even though I would say the feedback came in the same batch, but I wanted to ease in some of the changes so that hopefully the map feels better. This update focuses on engagements and timings to each site, as well as trying to provide a better gameplay flow. This update also features a redesign of the Torii Gates across the map, which is much closer to what I envision them to look like.

    B Site

    During playtests and from feedback from the Mapcore Faceit Hub, people felt that despite the size changes, B site still felt cramped. So I decided to push back the outer walls this time to give the site more air to breathe. I also felt that it was thus appropriate to make the Torii Gate entrance larger as well, though hopefully this ages well enough with the newly released Incin changes. There have been some other cover arrangements on site as well, such as the crates being enlarged and pushed back and a pedestal block providing cover from CT for retake. B connector stairs has also been enlarged, reducing the size of the fence inside.

    A Lobby

    People had trouble rotating from A main to any other part of the map outside of mid, and vice versa. I decided to bring the entrance closer and to make upper A more accessible to get to mid faster, which meant redesigning A lobby once again. Hopefully going towards A shouldn't feel so distant to rotate to now.

    Middle

    Though I considered harder reworks for middle, I thought it was best to leave it relatively the same with a few minor adjustments. The middle engagement timing should be closer to how it was in the previous version, since people enjoyed how much more contentious it was to fight for it. I leveled out upper middle for a more consistent gameplay flow, but new ramps lead up towards the entrances of buildings. I also added a barrel that allows self boosting onto the Pan cart at lower middle, which might be more efficient instead of having to go around the crate to get up.

    Image Comparison Slider between A6 and A7

    As the playtesting window for Taisha is closing soon, I would like to thank everyone on the feedback and suggestions to make the map better. I'm happy to see the reception that the map got, and I hope that later down the line there are more opportunities to test the map on the hub. I'll most likely be focusing on further greyboxing and designing buildings around the map to complete the aesthetic and to provide a further glimpse into how I think the map will look like. :D

  • de_Taisha

    • AlphaOwl
    • May 20, 2024 at 9:05 PM

    Minor update for Taisha. I figured I could bust out a few minor changes to fix a few gameplay flow things, that (hopefully) shouldn't change the map too much.

    • Removed the small side spot of B main and added some cover to camp behind. Makes the position and angling a lot simpler to hold B site and helps reaffirm T control of B main.

    • Boom box reverted closer to original position with (easy) skill jump to get back on. The addition of the box hopefully shouldn't cause an unfair angle.
    • Broke part of the wall between B side hall and B site to make grenade lineups easier. This is primarily when chucking grenades from B connector.

    • Added open skylights in A lobby to throw grenades from
    • Widened A main along the window to throw more lineups.
      • The overhang roof has been reduced so that grenades are less limited.

    • Grass wall (A site) has been extended to provide less of an unfair angle onto people running out of A main.
      • Grass has been properly clipped (goodbye strange floor light).

    • CT Spawn now has boxes and ramps to sneak down from. Provides more effective lurking opportunities through the area.

    • Clipped off trees on A site (thanks FrshNL and slatysh!)

  • de_Taisha

    • AlphaOwl
    • May 19, 2024 at 12:24 PM

    A6 Update! I've enjoyed playing the map with everyone on the FACEIT Mapcore Hub, and it's great to hear the feedback from everyone. I just had a playtest today as well so I figured I could address some of those issues along with some of the grievances I noticed from the sessions on the hub. This update puts a little more emphasis on the mid engagement, and is subject to change. There are also some adjustments to cover on both A and B, and B short and A connector being rerouted are probably the most substantial edits along with the mid changes.

    • Map brightness increased
    • CT Jacuzzi remodeled and redone (better flow and not blocked when leaving spawn)

    • CT Mid box moved to the other side of top mid

    • B site platform increased
    • Added half wall for more comfortable bomb plants
    • Cover cleaned up on B site

    • B short rerouted; CT entrance removed, stairs pushed back towards back of B site along with planter

    • B connector new wall added and stairs slightly redone (better peeking angle)

    • Fortune building (T mid building) wall slightly decreased (testing)
    • Mid entrance into bath expanded, more direct fight with house engagement (testing)
    • Cart moved up and new crate added for more cover

    • Pool height decreased, along with upper A

    • Mid Bath wall raised to prevent peeking (testing)
    • Quick entrance into A site changed into boosted window position

    • Slight cover redadjustments on A site

    • Windows on back A simplified to a single wall of windows

    • Back of A angle into CT blocked off by maze of dividers

    At the moment I don't want to change too much to what people expect of the map just yet, but I do want to see what people's thoughts would be in making Middle "more traditional". But I'll make sure to keep the map updated and to address feedback!

    Here's a radar comparison of the current changes.

    Images

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  • de_Taisha

    • AlphaOwl
    • May 16, 2024 at 8:24 AM

    Semi major update to Taisha! With essentially a day left before the Mapcore hub reveal, I figured I could push one more update to this version, which includes more cover, visual redesign of A lobby (which I had left empty in the last update), and MANY fixes regarding unfair boost spots across the map.

    • Raised walls by T mid stairs
    • Redesigned crate cover in B main

    Spoiler

    • Planter added to B long

    Spoiler

    • Back walls of B site raised

    Spoiler

    • Crate corner right next to B short entrance has been remade into non-campy corner

    Spoiler

    • A lobby redesigned, providing new cover to hide behind

    Spoiler

    • Short wall added to A main and some cover

    Spoiler

    • Planter added in between A main and back of A site
    • Both planters on A site lowered

    Spoiler

    • CT main of A widened and divider walls added to prevent unfair angle peeking into CT

    Spoiler

    • Windows added to side of Mid house for grenades

    Spoiler

    • Added wooden wall on top of outer B walls
    • Escalator glass in A lobby made smaller
    • You can now drown in B main

    New Radar:

  • Salutation Valley [WIP]

    • AlphaOwl
    • May 14, 2024 at 10:03 AM

    The map is certainly detailed to say the least, but I feel like the design doesn't really bring any new concepts to the table. The Mirage inspiration is extremely telling, but the layout makes it feel inferior.

  • de_Taisha

    • AlphaOwl
    • May 14, 2024 at 3:20 AM

    A5 Update! Taisha's expected to appear on Week 2 on the Mapcore hub, so I figured I'd work on version A5, especially after my previous playtest on the MapINK discord server. The playtest went well, but there were some things that needed to be ironed out, as well as going over the map with a few of my friends. A5 is my attempt to remedy some of the issues whilst providing new opportunities but not entirely revamping the map as much as A4 did. It also provides a general color palate for what the map should look like later down the line.

    Middle:

    I pushed back the middle house and removed the wall between A connector and the house. This should provide a more open space and to break away from the less corridory type vibe of the map. The wall dividing A con to A site has been changed to a solid and moved so that it provides new peeking opportunities for players to take the site from. T middle also sees the removal of the staircase to A main, since many people found the boost convenient enough as well as the changed timings into A main now.

    A Main:

    The use of space in Lobby felt too divided between each part, so Lobby has been redesigned to have a more expansive and open space, and provides Ts a little bit of a faster timing out into A main. A main has also been revamped, providing more window space to throw grenades from (similar to a Sunroom-like area on Cache) and generally more space to play and peek from to enter into A site. Upper A main has also been reduced to a single room that connects directly into Pool.

    A Site:

    A site has undergone some improvements to make holding better and to give space to break away from the claustrophobic nature of the map. Back of A has been pushed back, and the bomb plant zone has been changed slightly. The short tree planter has been raised and extended to provide more cover onto site, and the fountain has been redone as to provide both cover and more sensible peeking angles to hold. There is also now a wooden wall in front of the small grass plot, providing cover from A con so that defenders don't feel so open. The boxes have also been slightly moved to reduce smaller angles. Back of A has also been extended further to provide somewhat of better angles for retaking through that area, though it allows players to peek further into that area from both CT and B site.

    B Main:

    B main has been expanded further to provide more space and to prevent CTs from taking definitive control of the area. The left side of the B main building has now been opened up, providing Ts a long angle into site and limited cover to hold from, but forcing CTs to play smarter peeks. The area has been widened as to prevent smokes from definitively preventing further T aggression.

    B Site:

    There were still many spatial concerns for B site, as well as some unfair angles holding crucial positions of the map. I decided to push the walls outwards into Banana, giving more space to play into the site. The back wall of B site has been opened up to encourage playing around the site's cover, and some walls have been turned into stone as to give more cover too. The corner of B site has been rounded out better to force defenders into closer angles, and there is now a box to boost from at the back of site. The Broken Wall (originally CT stairs) is now the main route into site, refocusing control of that area instead of top of Banana. The CT ramp has been changed to directly parallel with CT main of A site, so be careful when peeking.


    That should be all for the patchnotes, and hopefully I can get this version up in preparation for the Mapcore FACEIT hub. Please get a chance to check it out! It should be available from May 17-May 23 in all of the hubs. I'll leave this post with some extra screenshots of further visual developments!

  • Matinee

    • AlphaOwl
    • May 13, 2024 at 6:09 AM

    Looks promising! Really love your previous work on Lost Temple, so I was surprised to see you have a submission for this competition!

  • de_Taisha

    • AlphaOwl
    • May 2, 2024 at 1:52 AM

    It's been a long week, but I can now feel satisfied with version A4 which is out today.

    Following a playtest on the Mapcore Discord last week, it was quick to point out obvious flaws with the map's design, such as the positioning and angles of Mid, rotates through A main, and the size of B site and B main. I ended up taking most of the suggestions regarding both A and B, and opted for a complete overhaul of middle.

    Middle:

    A lot of the "mid holding" in the old version occurred in CT middle, especially with the power of the pool spot above. However this gave too much control of mid to the Ts, which doubled with the angles and positioning of the FNAF-like gameplay. So I decided to scrap the old version and to push the fight forward on a better common ground.

    The middle engagement is a lot more typical of a mid layout. It's much easier to hold with utility and there's vital cover to hold from. The pool has been moved a room back so that the position still remains vital, but Ts can get there much faster compared to the previous version.

    CT middle has been divided up into two lane-like areas. The main CT middle is an open street that connects to the new B connector, which is located within the side house near B site. Mid House, an enclosed long room with a slight angling, has the entrance of A connector. Should CTs get pushed back, they'll have enough cover to retreat, though sacrificing their positioning at a cost.

    B Main/B Site:

    Old B site's compact size and large bombsite obstacle were some of the major issues regarding the location, as well as positioning within B main and CT routing into B site. I decided to redo the bombsite, opening up more space and providing less cover for Ts to clear, whilst still making it easy enough to control for CTs.

    The CT route to B site has been simplified to a single wide road that peeks into B long. There is also a back-site entrance that's more open and faster to get into site from compared to the previous version. B site has been redone to feature a gazebo-like design, providing walls to take cover from a CT push and the memorial stones from last version now serving as a site monument and obstacle. Routing to B site has also been slightly changed. The entrances into site have been pushed back towards the CTs, so it's easier for them to get in position and potentially rush. The route from B long has been pushed forward to not make such OP angles, and prevents util dumping from overpowering a T push on both ends. B short also has a more open area to the side that serves as cover from util and can work well in a retake situation.

    With the Ts now taking longer to take B site, I have expanded B main to be a more open space with a few corners to lurk behind in the event of a rush or to setup smokes. The connector to middle has also been repositioned as to not give a direct visual from B main into middle anymore.

    And just to reiterate, the old house next to B site is now a playable position that acts as a connector to middle.

    A Main/A Site:

    A site was the most well received part of the map during the playtest, so many of the core aspects of the bombsite remain, outside of some tedious angles and whatnot. Some of the changes featured or related are to provide a better gameplay flow.

    The amount of windows has been simplified down to 2, and the water on the bombsite has now been drained. The initial window room entrance next to CT has been moved into CT main, as to make retaking site easier and for less angles to clear. A box has also been added next to the softwall by the grass.

    The upper route to A main has been removed to simplify routing. The A main stairway room has also been widened, with lower A main entrance being much shorter to provide faster rotating oppurtunities. The hallway to pool now has less rooms so it should feel less like a maze now. I have also added a route into T middle from upper A main, to make rotates faster through the area.

    I have also redesigned A connector so that CTs have more space to hold if they're pushed back or gives Ts a space to setup an A site take. There are two wood walls separating A connector and A site, and A connector and middle. Wallbanging is heavily encouraged for suppressive control.

    Minor Fixes.

    Along with the main features listed, I've made some slight modifications within other areas of the map. CT Spawn has been redesigned and is now moved up closer, whereas T spawn has been readjusted to be at the center of the Torii gate (like the initial unreleased version of the map) to slow down timings and engagements. I have also modified the positioning of the boxes in the little hut by T spawn. The outside of B main and B site has been redesigned as well, now featuring more Torii gates and a pond instead of a river.

    Please leave any feedback or suggestions with the latest version of the map, and I'd like to thank the people at the Mapcore playtest as well as a few of my friends for helping to give advice as to make the map better. I'm going to get this version of the map playtested again, but A5 should hopefully hone more in on more aesthetic design choices and minor gameplay fixes without anything too major. Thank you!

  • Panlong WIP

    • AlphaOwl
    • May 1, 2024 at 10:39 PM
    Quote from Darivan

    On 4/29/2024 at 11:32 PM, Darivan said: I need help!!!

    I added bots, but they just can't figure out ups and lows.I mean, they always gather at the same [x,y] position in the game, while z positions are completely different.

    Does navmesh need to be regenerated possibly? I used to have this issue in GO where bot pathing was stuck on previous map versions because they were named the same file, so possibly the same issue?

  • DE_Wake [WIP]

    • AlphaOwl
    • May 1, 2024 at 10:37 PM

    The CT entrance into A is AWESOME. Excited to try this one out!

  • de_Taisha

    • AlphaOwl
    • April 29, 2024 at 1:13 PM

    It's been a bit of radio silence for me for the past several days due to school related things, but I have been completing the rework of areas as I posted about on Tuesday. Here's an overhead shot of some of the differences. I'll try to get this next version out sometime this week in anticipation for Faceit Hub testing, but hopefully this addresses many of the issues that came up with the playtest. Thanks for waiting everyone. :D

    [Blocked Image: https://cdn.discordapp.com/attachments/1214410274791227393/1234475830185558016/image.png?ex=6630deb5&is=662f8d35&hm=492a313fc9b76c37ba07d86d03272d955fb49f9deb40e5b1654f4e75a66a0ef5&]

  • de_gnoll

    • AlphaOwl
    • April 24, 2024 at 7:14 AM

    Progress is looking great!

  • de_Taisha

    • AlphaOwl
    • April 24, 2024 at 5:47 AM

    Just figured I'd keep people up to date about the latest developments. I pushed a small update covering these things:

    • Various clipping improvements
    • Slightly changed color of skybox
    • Radar slightly updated
    • A main lobby more fleshed out
    • Surrounding wall around B site
    • Included new lineup marker for Ts
    • New overlay indicators to direct players towards each bombsite

    I had a playtest today on Mapcore's discord which helped me figure out things that were working with the map and things that work. Major reworks that will likely change will include Mid to A rotations, Middle itself, B rotations, and B site too. I don't have any screenshots at the moment but I'll try to keep progress displayed here once I fully implement it. I'll be a bit busier with some school events this week, but the changes are coming. If you do have any feedback though, still feel free to leave it please!

    Edit: I also finally got RadGen working, so expect a more professional radar to come alongside the next version of the map.

  • de_Taisha

    • AlphaOwl
    • April 22, 2024 at 9:03 PM
    Quote from MrTrane18

    7 hours ago, MrTrane18 said: It was fun to try out this map and see what you can do with it! The current state alone brings such a cool vibe to the map! Made a showcase ( *or on Instagram post ) video! Hope it brings some motivation for you to go on! Best of luck!

    Thank you! I love what you're doing for this competition and giving everyone a chance to showcase their work!

  • new map (de_nameless)

    • AlphaOwl
    • April 22, 2024 at 8:47 PM

    Sorry to tell you, but I think the competition is specifically for 5v5 bomb and hostage maps. Also I'm not too sure if a google drive is the most convenient way to share your map (it kind of feels like downloading a virus).

  • de_Taisha

    • AlphaOwl
    • April 21, 2024 at 1:31 PM

    Hey everyone, it's been a hot minute. I've been a bit busy catching up on some school stuff, so it took me a little longer to put together the version I was planning for public release. But here it is! Now available on the workshop! It would be wonderful if people could help give feedback on the gameplay and layout!

    Not too much has changed, outside of visual/out-of-map areas changes. So I'll mostly leave it to new screenshots I've taken of the map to showcase what it looks like. I'll try to get some comparison shots in the future, but changes will likely be made after a playtest on the Mapcore server.

    A Site:

    A Main:

    Middle:

    B Site:

    B Main:

    T Spawn/CT Spawn:

    Map Overview (Currently trying to get RadGen working):

  • de_Taisha

    • AlphaOwl
    • April 17, 2024 at 1:29 PM

    Some nice progress has been done so far on A3, but I just thought I'd share this little screenshot of a Kitsune Fox Statue model I made in Hammer. God bless Source 2.

  • Panlong WIP

    • AlphaOwl
    • April 17, 2024 at 5:06 AM

    That dragon looks awesome! Excited to see what else you're cooking up!

  • de_Taisha

    • AlphaOwl
    • April 16, 2024 at 11:37 AM

    Since my last post, I've reworked a couple of areas to provide more spacious engagements and to balance the timings for Ts coming into either site. Workshop link should be coming with a3, which I intend to tidy up on skybox issues, clipping, and some more detailing. I have a playtest on April 23rd on the Mapcore Discord, so if you're interested in playtesting the map and providing feedback, please come! Here's what this new version has to offer:

    Redesigned lower B main, and added new entrance directly through T spawn.

    Added small hut building to T spawn to provide cover for saving.

    CT Middle redesigned for simplistic yet open peeks.

    (Visual redesign) New look at B main. Reoriented position of mini stands.

    Raised positioning of slopes next to B main for accuracy to detail and more simplistic angles.

    B short stairs repositioned to connect to CT Middle entrance. This is to provide easier rotating and map control of CT middle without completely losing CT.

    (Visual redesign) New appearance of CT Spawn.

    CT entrance to A site has been reduced and slightly moved for "realistic building" and simpler angles.

    (Visual redesign) Slightly improved appearance of A site.

  • de_Taisha

    • AlphaOwl
    • April 14, 2024 at 1:58 AM

    Hey everyone! Been a couple days, but I just finished up a basic graybox of the map. I have some timings and positioning things I have to fix up, and hopefully by Friday I can have a more complete-ish look and feel to the map and gameplay.

    T Spawn:

    A Main:

    A site:

    CT Main (A site):

    CT Spawn:

    CT stairs to B site:

    B Site:

    B Main:

    Middle:

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