Jump to content

OrnateBaboon

Members
  • Content Count

    432
  • Joined

  • Last visited

  • Days Won

    19

Reputation Activity

  1. Like
    OrnateBaboon got a reaction from Interfearance in [CS:GO][WIP] Trailerpark   
    I have resumed working on this. No new art has went in yet, just been fixing and improving things. for now I have only got the essential stuff in since the eventual 3d sky will be doing a lot of the work, so it might get a bit messy in here.

    The 3d sky will be closer to the main map - more like rocks and trees as seen in Life Is Strange. I used untors de_waterfall 3d sky that he released a while back, and scaled it up. Is not precisely what we want, but is a good  example of the kind of thing  we will be going for. 

    Could not fit all the stuff in one post - exceeded the limit. Tried to add more images. For those who played the map before, this is what has been updated.
    General
    Reduced the footprint of the map overall, which previously made the map feel "too big".
    The sites were flipped on the radar. They are now represented correctly.
    A full clipping pass has been added to improve player movement, and stop any exploits.
    Trimmed a lot of the roof detail.
    ===================================================================================
    Navigation

    The playable area has been better defined. Previously, new players felt overwhealmed by not knowing what parts of the map were accessible. This is now better communicated by the addition of solid fences to make this clearer.
    All interiors are now visually simpler. This has been achieved by blocking off eye candy windows with glass, and closing any doors that were previously ajar.
    All interiors have had a layout rework to improve movement.
    A redundant path has been removed (the yellow double trailers with two windows overlooking the site).
    Illuminated lamps on the outside of trailers have been removed - some players thought they suggested that doors could be entered.
    ===================================================================================
    Middle Area

    The gate entrance to the compound has been closed to better "section" the map, and to make the middle area a more attractive option for both teams.
    The CT entrance to mid has been reworked.
    The porches on the trailers have been simplified in main combat area for better player readability/pathing - they are now solid "walls".
    The warehouse has been extended for better player navigation, and cleaner angles.
    Walls have been added around the water tower to make sightlines cleaner.
    Better cover for the approach to the B site.
    ===================================================================================
    A Site

    Fully opened the blue door near the vent to make access to the site easier.
    Widened and simplified the path in the blue trailer to the site.
    Altered sitelines from the vent to the site (can no longer cover the site from the vent)
    Closed the small room at the back of the site - it was deemed too powerful a post-plant spot.
    Blocked-off the underside of the trailer leading to heaven, and removed the ladder.
    Blocked-off the small hut on the pink trailer.
    Raised the roof on "heaven" so that players no longer bang their heads on the ceiling when jumping off the platform.
    Reduced site radius to make defusing the bomb more likely.
    Reworked cover.
    ===================================================================================
    B site

    Cover is cleaner, and there is now a safe plant spot.
    Site radius reduced and made simpler.
    Both T entrances from mid to the site have been reworked.
    ===================================================================================
    Long

    Replaced windmill with a trailer.
    Adjusted the placement of the RV near the swimming pool for better cover.
    Removed wooden roofover near pool, and replaced it with two trailers.
    Reworked the path into the vent and breakable window area.
    General visual improvements.
    Added a van for improved cover.
    ===================================================================================
    Vent

    It is now easier to jump from the bin, into the vent.
    Lengthened the room before the vent.
    Made vent "tunnel" narrower, so it is quicker to enter and exit.
    Reworked the interior of the trailer path to the vent.
    ===================================================================================
    Storm drain/sewers

    Changed textures, and basic clean up.
    Widened entrance from T spawn to make the path feel more like a "main" route.
    Made the eit to the site a banana shape for better timing.
    ===================================================================================
    Terrorist Spawn

    Added geometry behind and to the side of the spawn points to improve the visuals and readability.
    Replaced the compound walls with wooden fences.
    Made the immediate entrance to "middle" wider, and visually more appropriate.
    ===================================================================================
    Beach

    Improved rock placement in eye candy area.
    ===================================================================================
    Cliff Edge

    Reworked the entrance to the sewer so that it is more of a "banana" shape
    ===================================================================================
    Window Area

    Clean up of geometry so it is less busy generally.
    ===================================================================================
    Warehouse platform

    Added trailers behind plyer for improved visibility and cleaner detail.
    ===================================================================================
    Deathmatch

    Fixed broken spawns.
    New spawns added to areas devoid of them.
    ===================================================================================
    Misc
    Removed a lot of the drains on the floor
    Fixed lots of shadow bugs.
    Improvements in the eye candy interiors.
    Lighting improvements.
     
     
  2. Like
    OrnateBaboon got a reaction from Interfearance in Swamp   
    Gret map overall, and it will be interesting to see what players think of the slime feature. I found some issues.
    This mesh gets in the way of seeing players. It is in a lot of places, and whilst it looks great and adds to the theme, I think it will annoy a lot of players.

    It can be quite hard to clearly see players here, especially up against blood stained walls.
    This path here I think could be better defined. I only found it after 20 rounds or so, and that was by accidentally pushing up against the ladder.

  3. Like
    OrnateBaboon got a reaction from jakuza in Anubis   
    Map is nice! Found some issues.
    The "window" on the bridge is unintuitive in that when you approach from under here, you have no idea it is there. Easy for new players to get shot in the back.


    This set of stairs effects movement when trying to rush middle. Maybe they can be moved back a bit so that players are entering on flat ground.
    There is a door to the left - but you can't really see it until you are right up next to it.

    This bench makes holding and peeking from here difficult.

    Edit - another thing I found is that with the sites, there are no safe plant spots - unless I missed them. Very easy to get caught planting in the open, even with bots.
  4. Like
    OrnateBaboon reacted to esspho in anchor   
    Well, I'm not overly proud to enter the map in this rather rough state but I'm doing it anyway.
    It was fun working on Anchor so far and I'll be happy to bring it more to life in future updates.
    Workshop Link (may need a little time for steam approval):
    https://steamcommunity.com/sharedfiles/filedetails/?id=1807037033







     
    Congrats to all that made it to the finish line. I'm excited to try out all of your awesome maps. 😍
  5. Like
    OrnateBaboon reacted to Bevster in Mocha   
    Art by @Bevster, layout by @tr0nic. The map is inspired by South American colonial era architecture and regional coffee production. Workshop link.
     
    Although I didn't have enough time to polish the art and gameplay to my desired level, I'm sure the remaining things won't take too long. Current version still has some minor lighting/shading errors on existing content, there's no 3D Skybox yet and the clipping, optimization passes also a bit rudimentary. Hopefully it's nothing gamebreaking. I'm going to update the entry as soon as possible. 
     
  6. Like
    OrnateBaboon reacted to Zanek184 in Hideout [WIP]   
    This is my entry for the Mapcore Exotic Places Mapping Contest 19/20. My map is called Hideout, and it is set on a Malaysian facility, where the workers are being oppressed.
    Graybox version here.
    IMGUR album showcasing the current version of the map: https://imgur.com/a/AweT1rj
     
    WORKSHOP LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=1982705659
     

     
     
     
     
     
     

     









  7. Like
    OrnateBaboon reacted to grapen in Mustang (formerly Everest)   
    We have a hidden workshop entry, so we're just waiting on the rc1 to finish compiling now.

  8. Like
    OrnateBaboon got a reaction from Vaya in Anubis   
    Map is nice! Found some issues.
    The "window" on the bridge is unintuitive in that when you approach from under here, you have no idea it is there. Easy for new players to get shot in the back.


    This set of stairs effects movement when trying to rush middle. Maybe they can be moved back a bit so that players are entering on flat ground.
    There is a door to the left - but you can't really see it until you are right up next to it.

    This bench makes holding and peeking from here difficult.

    Edit - another thing I found is that with the sites, there are no safe plant spots - unless I missed them. Very easy to get caught planting in the open, even with bots.
  9. Like
    OrnateBaboon got a reaction from Squad in Jingshen   
    Nice map! Easy to learn, with enough options to remain interesting. Great theme as well. I found some issues.

    This is really nice, but maybe you could have some boats here or something to make it look like the Ts arrived by them.

    This wall texture is really old. I think it is a HL2 floorboard texture. For those who recognise the asset - it was also used in CSS and DOD, it looks strange.

    Shadow issue.

    Tree on the right pops in and out of view.
  10. Like
    OrnateBaboon got a reaction from Freaky_Banana in [CS:GO][WIP] Trailerpark   
    I have resumed working on this. No new art has went in yet, just been fixing and improving things. for now I have only got the essential stuff in since the eventual 3d sky will be doing a lot of the work, so it might get a bit messy in here.

    The 3d sky will be closer to the main map - more like rocks and trees as seen in Life Is Strange. I used untors de_waterfall 3d sky that he released a while back, and scaled it up. Is not precisely what we want, but is a good  example of the kind of thing  we will be going for. 

    Could not fit all the stuff in one post - exceeded the limit. Tried to add more images. For those who played the map before, this is what has been updated.
    General
    Reduced the footprint of the map overall, which previously made the map feel "too big".
    The sites were flipped on the radar. They are now represented correctly.
    A full clipping pass has been added to improve player movement, and stop any exploits.
    Trimmed a lot of the roof detail.
    ===================================================================================
    Navigation

    The playable area has been better defined. Previously, new players felt overwhealmed by not knowing what parts of the map were accessible. This is now better communicated by the addition of solid fences to make this clearer.
    All interiors are now visually simpler. This has been achieved by blocking off eye candy windows with glass, and closing any doors that were previously ajar.
    All interiors have had a layout rework to improve movement.
    A redundant path has been removed (the yellow double trailers with two windows overlooking the site).
    Illuminated lamps on the outside of trailers have been removed - some players thought they suggested that doors could be entered.
    ===================================================================================
    Middle Area

    The gate entrance to the compound has been closed to better "section" the map, and to make the middle area a more attractive option for both teams.
    The CT entrance to mid has been reworked.
    The porches on the trailers have been simplified in main combat area for better player readability/pathing - they are now solid "walls".
    The warehouse has been extended for better player navigation, and cleaner angles.
    Walls have been added around the water tower to make sightlines cleaner.
    Better cover for the approach to the B site.
    ===================================================================================
    A Site

    Fully opened the blue door near the vent to make access to the site easier.
    Widened and simplified the path in the blue trailer to the site.
    Altered sitelines from the vent to the site (can no longer cover the site from the vent)
    Closed the small room at the back of the site - it was deemed too powerful a post-plant spot.
    Blocked-off the underside of the trailer leading to heaven, and removed the ladder.
    Blocked-off the small hut on the pink trailer.
    Raised the roof on "heaven" so that players no longer bang their heads on the ceiling when jumping off the platform.
    Reduced site radius to make defusing the bomb more likely.
    Reworked cover.
    ===================================================================================
    B site

    Cover is cleaner, and there is now a safe plant spot.
    Site radius reduced and made simpler.
    Both T entrances from mid to the site have been reworked.
    ===================================================================================
    Long

    Replaced windmill with a trailer.
    Adjusted the placement of the RV near the swimming pool for better cover.
    Removed wooden roofover near pool, and replaced it with two trailers.
    Reworked the path into the vent and breakable window area.
    General visual improvements.
    Added a van for improved cover.
    ===================================================================================
    Vent

    It is now easier to jump from the bin, into the vent.
    Lengthened the room before the vent.
    Made vent "tunnel" narrower, so it is quicker to enter and exit.
    Reworked the interior of the trailer path to the vent.
    ===================================================================================
    Storm drain/sewers

    Changed textures, and basic clean up.
    Widened entrance from T spawn to make the path feel more like a "main" route.
    Made the eit to the site a banana shape for better timing.
    ===================================================================================
    Terrorist Spawn

    Added geometry behind and to the side of the spawn points to improve the visuals and readability.
    Replaced the compound walls with wooden fences.
    Made the immediate entrance to "middle" wider, and visually more appropriate.
    ===================================================================================
    Beach

    Improved rock placement in eye candy area.
    ===================================================================================
    Cliff Edge

    Reworked the entrance to the sewer so that it is more of a "banana" shape
    ===================================================================================
    Window Area

    Clean up of geometry so it is less busy generally.
    ===================================================================================
    Warehouse platform

    Added trailers behind plyer for improved visibility and cleaner detail.
    ===================================================================================
    Deathmatch

    Fixed broken spawns.
    New spawns added to areas devoid of them.
    ===================================================================================
    Misc
    Removed a lot of the drains on the floor
    Fixed lots of shadow bugs.
    Improvements in the eye candy interiors.
    Lighting improvements.
     
     
  11. Like
    OrnateBaboon reacted to mr.P in Graveyard   
    Added a few more screens and updated op with new download link
    The A-site, exterior

    The B-site, interior

  12. Like
    OrnateBaboon reacted to Radu in Safi   
    It's out! Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1984015802






  13. Like
    OrnateBaboon reacted to El_Exodus in Jingshen   
    Welcome to Jingshen!
    Jingshen is a fictional small village in the beautiful landscapes of Asia. It may seem like a quiet and peaceful place - but watch out! There is trouble on the way to bring mischief and destruction. It won't be quiet anymore very shortly.
    Jingshen is a bomb defusal map which was designed to deliver a unique playstyle while being just familiar enough allowing new players to pick it up quickly.
    Brought to you by @Freyja  (Environment Art), @Lefty (3D Art) and @El_Exodus (Level Design)
    Download the map here: https://steamcommunity.com/sharedfiles/filedetails/?id=1984637676
    Overview:
     


    More Screenshots here:
    https://imgur.com/a/nOCp3ls
  14. Like
    OrnateBaboon reacted to Yanzl in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  15. Like
    OrnateBaboon reacted to Slimek in Bregov   
    Bomb defusal map set in a coastal town in Bulgaria made by me and @KlixX.
    Reference:
     
    Layout history:
     
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1721338314
     

     









     
     
     
     
     
     
  16. Like
    OrnateBaboon reacted to RadimaX in Feast   
    The shadowy parts looked a bit dark, maybe a subtle tweak to the light environment or shadow control? added a little bit of moss for green or whatever but would be cool if it ended up looking like:

  17. Like
    OrnateBaboon reacted to poLemin in Feast   
    After a tough crunch time and several screenshots flipped, I can happily present my submission for the contest: https://steamcommunity.com/sharedfiles/filedetails/?id=1984227885
    There are a few areas (specifically custom content) where I would have liked to get some more work in, but since I did a solo run, I had to settle on something manageable. I am happy with the result, and hope you guys like it too I'll leave you with some screenshots.




    And some more:
     
  18. Like
    OrnateBaboon got a reaction from Lefty in Jingshen   
    Nice map! Easy to learn, with enough options to remain interesting. Great theme as well. I found some issues.

    This is really nice, but maybe you could have some boats here or something to make it look like the Ts arrived by them.

    This wall texture is really old. I think it is a HL2 floorboard texture. For those who recognise the asset - it was also used in CSS and DOD, it looks strange.

    Shadow issue.

    Tree on the right pops in and out of view.
  19. Like
    OrnateBaboon got a reaction from El_Exodus in Jingshen   
    Nice map! Easy to learn, with enough options to remain interesting. Great theme as well. I found some issues.

    This is really nice, but maybe you could have some boats here or something to make it look like the Ts arrived by them.

    This wall texture is really old. I think it is a HL2 floorboard texture. For those who recognise the asset - it was also used in CSS and DOD, it looks strange.

    Shadow issue.

    Tree on the right pops in and out of view.
  20. Like
    OrnateBaboon got a reaction from slavikov4 in [CS:GO][WIP] Trailerpark   
    I have resumed working on this. No new art has went in yet, just been fixing and improving things. for now I have only got the essential stuff in since the eventual 3d sky will be doing a lot of the work, so it might get a bit messy in here.

    The 3d sky will be closer to the main map - more like rocks and trees as seen in Life Is Strange. I used untors de_waterfall 3d sky that he released a while back, and scaled it up. Is not precisely what we want, but is a good  example of the kind of thing  we will be going for. 

    Could not fit all the stuff in one post - exceeded the limit. Tried to add more images. For those who played the map before, this is what has been updated.
    General
    Reduced the footprint of the map overall, which previously made the map feel "too big".
    The sites were flipped on the radar. They are now represented correctly.
    A full clipping pass has been added to improve player movement, and stop any exploits.
    Trimmed a lot of the roof detail.
    ===================================================================================
    Navigation

    The playable area has been better defined. Previously, new players felt overwhealmed by not knowing what parts of the map were accessible. This is now better communicated by the addition of solid fences to make this clearer.
    All interiors are now visually simpler. This has been achieved by blocking off eye candy windows with glass, and closing any doors that were previously ajar.
    All interiors have had a layout rework to improve movement.
    A redundant path has been removed (the yellow double trailers with two windows overlooking the site).
    Illuminated lamps on the outside of trailers have been removed - some players thought they suggested that doors could be entered.
    ===================================================================================
    Middle Area

    The gate entrance to the compound has been closed to better "section" the map, and to make the middle area a more attractive option for both teams.
    The CT entrance to mid has been reworked.
    The porches on the trailers have been simplified in main combat area for better player readability/pathing - they are now solid "walls".
    The warehouse has been extended for better player navigation, and cleaner angles.
    Walls have been added around the water tower to make sightlines cleaner.
    Better cover for the approach to the B site.
    ===================================================================================
    A Site

    Fully opened the blue door near the vent to make access to the site easier.
    Widened and simplified the path in the blue trailer to the site.
    Altered sitelines from the vent to the site (can no longer cover the site from the vent)
    Closed the small room at the back of the site - it was deemed too powerful a post-plant spot.
    Blocked-off the underside of the trailer leading to heaven, and removed the ladder.
    Blocked-off the small hut on the pink trailer.
    Raised the roof on "heaven" so that players no longer bang their heads on the ceiling when jumping off the platform.
    Reduced site radius to make defusing the bomb more likely.
    Reworked cover.
    ===================================================================================
    B site

    Cover is cleaner, and there is now a safe plant spot.
    Site radius reduced and made simpler.
    Both T entrances from mid to the site have been reworked.
    ===================================================================================
    Long

    Replaced windmill with a trailer.
    Adjusted the placement of the RV near the swimming pool for better cover.
    Removed wooden roofover near pool, and replaced it with two trailers.
    Reworked the path into the vent and breakable window area.
    General visual improvements.
    Added a van for improved cover.
    ===================================================================================
    Vent

    It is now easier to jump from the bin, into the vent.
    Lengthened the room before the vent.
    Made vent "tunnel" narrower, so it is quicker to enter and exit.
    Reworked the interior of the trailer path to the vent.
    ===================================================================================
    Storm drain/sewers

    Changed textures, and basic clean up.
    Widened entrance from T spawn to make the path feel more like a "main" route.
    Made the eit to the site a banana shape for better timing.
    ===================================================================================
    Terrorist Spawn

    Added geometry behind and to the side of the spawn points to improve the visuals and readability.
    Replaced the compound walls with wooden fences.
    Made the immediate entrance to "middle" wider, and visually more appropriate.
    ===================================================================================
    Beach

    Improved rock placement in eye candy area.
    ===================================================================================
    Cliff Edge

    Reworked the entrance to the sewer so that it is more of a "banana" shape
    ===================================================================================
    Window Area

    Clean up of geometry so it is less busy generally.
    ===================================================================================
    Warehouse platform

    Added trailers behind plyer for improved visibility and cleaner detail.
    ===================================================================================
    Deathmatch

    Fixed broken spawns.
    New spawns added to areas devoid of them.
    ===================================================================================
    Misc
    Removed a lot of the drains on the floor
    Fixed lots of shadow bugs.
    Improvements in the eye candy interiors.
    Lighting improvements.
     
     
  21. Like
    OrnateBaboon got a reaction from Lefty in [CS:GO][WIP] Trailerpark   
    I have resumed working on this. No new art has went in yet, just been fixing and improving things. for now I have only got the essential stuff in since the eventual 3d sky will be doing a lot of the work, so it might get a bit messy in here.

    The 3d sky will be closer to the main map - more like rocks and trees as seen in Life Is Strange. I used untors de_waterfall 3d sky that he released a while back, and scaled it up. Is not precisely what we want, but is a good  example of the kind of thing  we will be going for. 

    Could not fit all the stuff in one post - exceeded the limit. Tried to add more images. For those who played the map before, this is what has been updated.
    General
    Reduced the footprint of the map overall, which previously made the map feel "too big".
    The sites were flipped on the radar. They are now represented correctly.
    A full clipping pass has been added to improve player movement, and stop any exploits.
    Trimmed a lot of the roof detail.
    ===================================================================================
    Navigation

    The playable area has been better defined. Previously, new players felt overwhealmed by not knowing what parts of the map were accessible. This is now better communicated by the addition of solid fences to make this clearer.
    All interiors are now visually simpler. This has been achieved by blocking off eye candy windows with glass, and closing any doors that were previously ajar.
    All interiors have had a layout rework to improve movement.
    A redundant path has been removed (the yellow double trailers with two windows overlooking the site).
    Illuminated lamps on the outside of trailers have been removed - some players thought they suggested that doors could be entered.
    ===================================================================================
    Middle Area

    The gate entrance to the compound has been closed to better "section" the map, and to make the middle area a more attractive option for both teams.
    The CT entrance to mid has been reworked.
    The porches on the trailers have been simplified in main combat area for better player readability/pathing - they are now solid "walls".
    The warehouse has been extended for better player navigation, and cleaner angles.
    Walls have been added around the water tower to make sightlines cleaner.
    Better cover for the approach to the B site.
    ===================================================================================
    A Site

    Fully opened the blue door near the vent to make access to the site easier.
    Widened and simplified the path in the blue trailer to the site.
    Altered sitelines from the vent to the site (can no longer cover the site from the vent)
    Closed the small room at the back of the site - it was deemed too powerful a post-plant spot.
    Blocked-off the underside of the trailer leading to heaven, and removed the ladder.
    Blocked-off the small hut on the pink trailer.
    Raised the roof on "heaven" so that players no longer bang their heads on the ceiling when jumping off the platform.
    Reduced site radius to make defusing the bomb more likely.
    Reworked cover.
    ===================================================================================
    B site

    Cover is cleaner, and there is now a safe plant spot.
    Site radius reduced and made simpler.
    Both T entrances from mid to the site have been reworked.
    ===================================================================================
    Long

    Replaced windmill with a trailer.
    Adjusted the placement of the RV near the swimming pool for better cover.
    Removed wooden roofover near pool, and replaced it with two trailers.
    Reworked the path into the vent and breakable window area.
    General visual improvements.
    Added a van for improved cover.
    ===================================================================================
    Vent

    It is now easier to jump from the bin, into the vent.
    Lengthened the room before the vent.
    Made vent "tunnel" narrower, so it is quicker to enter and exit.
    Reworked the interior of the trailer path to the vent.
    ===================================================================================
    Storm drain/sewers

    Changed textures, and basic clean up.
    Widened entrance from T spawn to make the path feel more like a "main" route.
    Made the eit to the site a banana shape for better timing.
    ===================================================================================
    Terrorist Spawn

    Added geometry behind and to the side of the spawn points to improve the visuals and readability.
    Replaced the compound walls with wooden fences.
    Made the immediate entrance to "middle" wider, and visually more appropriate.
    ===================================================================================
    Beach

    Improved rock placement in eye candy area.
    ===================================================================================
    Cliff Edge

    Reworked the entrance to the sewer so that it is more of a "banana" shape
    ===================================================================================
    Window Area

    Clean up of geometry so it is less busy generally.
    ===================================================================================
    Warehouse platform

    Added trailers behind plyer for improved visibility and cleaner detail.
    ===================================================================================
    Deathmatch

    Fixed broken spawns.
    New spawns added to areas devoid of them.
    ===================================================================================
    Misc
    Removed a lot of the drains on the floor
    Fixed lots of shadow bugs.
    Improvements in the eye candy interiors.
    Lighting improvements.
     
     
  22. Like
    OrnateBaboon got a reaction from DutchCrazyGamer in Anubis   
    Map is nice! Found some issues.
    The "window" on the bridge is unintuitive in that when you approach from under here, you have no idea it is there. Easy for new players to get shot in the back.


    This set of stairs effects movement when trying to rush middle. Maybe they can be moved back a bit so that players are entering on flat ground.
    There is a door to the left - but you can't really see it until you are right up next to it.

    This bench makes holding and peeking from here difficult.

    Edit - another thing I found is that with the sites, there are no safe plant spots - unless I missed them. Very easy to get caught planting in the open, even with bots.
  23. Like
    OrnateBaboon got a reaction from CuervoSp in Anubis   
    Map is nice! Found some issues.
    The "window" on the bridge is unintuitive in that when you approach from under here, you have no idea it is there. Easy for new players to get shot in the back.


    This set of stairs effects movement when trying to rush middle. Maybe they can be moved back a bit so that players are entering on flat ground.
    There is a door to the left - but you can't really see it until you are right up next to it.

    This bench makes holding and peeking from here difficult.

    Edit - another thing I found is that with the sites, there are no safe plant spots - unless I missed them. Very easy to get caught planting in the open, even with bots.
  24. Like
    OrnateBaboon got a reaction from untor in Swamp   
    Gret map overall, and it will be interesting to see what players think of the slime feature. I found some issues.
    This mesh gets in the way of seeing players. It is in a lot of places, and whilst it looks great and adds to the theme, I think it will annoy a lot of players.

    It can be quite hard to clearly see players here, especially up against blood stained walls.
    This path here I think could be better defined. I only found it after 20 rounds or so, and that was by accidentally pushing up against the ladder.

  25. Like
    OrnateBaboon got a reaction from jd40 in Anubis   
    Map is nice! Found some issues.
    The "window" on the bridge is unintuitive in that when you approach from under here, you have no idea it is there. Easy for new players to get shot in the back.


    This set of stairs effects movement when trying to rush middle. Maybe they can be moved back a bit so that players are entering on flat ground.
    There is a door to the left - but you can't really see it until you are right up next to it.

    This bench makes holding and peeking from here difficult.

    Edit - another thing I found is that with the sites, there are no safe plant spots - unless I missed them. Very easy to get caught planting in the open, even with bots.
×
×
  • Create New...