Posts by Zykyn
-
-
Thanks man, appreciate it, many changes were made through the playtest. A lot was done to help alleviate with what you said, T control on the A site made it really hard to push. timing adjustments were made along with some geometry changes. Where Ts can now control the hallway before entering site. If it isn't working by the next playtest I will do some more drastic stuff
-
Just forgot to post here, but this map is ready for FaceIt in a few days. So take a look at the screenshots of what to expect! [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2490018946445382394/ADE60EAD7D99F805BA7AE849575C633D631A705F/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false] [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2490018946445382458/17CE45167B33A7F911E02C9E647DE44D57B11BE7/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false] [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2490018946445382417/6A0D0FB7482527C48016275EAFFA909CA7B62203/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false] [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2490018946445382404/024F9CED07DF178C38A35C8AF1D8D306B6027BF4/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false] [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2490018946445382467/0EF1C1D2B366902F3068B24479FB7FC96E94EB3C/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false]
-
-
-
Oh, and custom plants and grass now properly sway in the wind https://gyazo.com/689dda7676c42809035067d34ef0e4e7
-
-
-
This map has map it past stage 1 for the mapcore contest, looks like its time to start hitting up the editor again! Thanks to all who helped playtest, its still got a lot of work ahead
-
New update for the map, here are the patch notes from playtesting!
A Site - Added deeper cover for CTs around the bombsite, combining cover (will be themed, just blockout for now) - Some corners were rounded to smooth the play area - Skill jump added to fast rotate into the backhall around the site - Hallways narrowed, making the area easier to use ECO weapons - Cover also added on some corners and walls to break large sightlines, again to help in ECO rounds
B Site - Cover was changed to prevent a sigtline all the way back to CT spawn - Some adjustments to cover to be tested before doing a theme pass - Rocks on site made deeper for CTs to actually hold behind towards the cliff face - T side cliff ledge pushed out a bit to get a slightly better angle at CTs hiding in said spot
Mid - Cover added to the ramp, allowing Ts to push up instead of being stuck in the dead open - Rotation point up added as a flat rock ledge instead of an awkward head peak angle - T alt entrance widened, design is to be small on purpose, but now you have room to jiggle peak into mid easier - Archway to B was raised, this allows smokes to fully cover the path into site, making it a lot easier to place - Connector to A added some block cover to stop some really strong angles
CT Spawn - Broken up the area with a planter wall garden thing to break up the MASSIVE sightline - Planter on one side to make it a one way wth a ramp the long way around - Entrance to mid changed to be slower, and more awkward for a bunch of CTs to push, was abused in the last play test
T Spawn - Adjusted some planters with better clipping, smooth lineups of utility possible now - Small Clipping changes
Misc - A DEEP CLIPPING PASS AROUND THE MAP! (Thanks to Echo I did all that I could to prevent people abusing the map, please find breakable spots!) - Bomb reset bug fixed, would reset the bomb all the time, no longer the case
RADGEN MAP UPDATED - Took a day cause its unstable and probably wont do it again for a while unless major changes are done
-
Updates to the map! Clipping - Added first clipping pass around the map, making a lot of areas smoother and cleaned up!
Triggers - Death triggers and bomb reset triggers for jumping off the mountainside (I know you want too)
Structures - Added more detail the blockout of the map - More organic structures on the cliffside to less organic in the main biolab
Game Modes - Deathmatch support added
Detailing -Actually added a mountainside, helicopter, and "placement statues" for art detailing
Textures - New textures, but will need a passover for more color and depth, for now its placeholder to ge a feel of the map
-
Scorch takes place in a mountainside Biochemical Lab, At the early stages with basic texturing/modeling/clipping. Any feedback is appreciated! Thanks, and good luck to everyone!! https://steamcommunity.com/sharedfiles/fi…/?id=3237337808 Images for those lazy to look at the steam link, looking at you!