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Posts posted by mr.P

  1. On 2/22/2020 at 11:19 PM, zombi said:

    Hey, I will try give some more detailed feedback, but it's really time consuming.

    For now I just found few things while playing match.



    I can't see my crosshair because of too strong light




    You have some places with gaps like this. It's really bad for gameplay.




    Weird spot. I think it's better put some barrel to cover than thing that cover all your body and giving you small gap to face.




    About barrels and containers. I have no idea how they put this big containers inside. Normal forklift or even 2 woudn't be able to do that and for sure it won''t be safety.

    Also there is too much barrels. Only cover we have are barrels. It's a little boring to be honest.



    Last. You can't see your beautiful graffities on CT spawn because of water :(



    The map is nice and original, but gameplay needs some corrections. I will try give some newbie feedback tomorrow. Good job man and don't listen frustrated people. It's hard to make original layout and I respect you made it.

    Thanks for the feedback,
    The hiding angle behind the light should have been fixed in a previous update, I'll go ahead and fill in the peeks through the bombs and see what I can do about the over bright wall...

    I've kept the two layer of stacks for the barrels, but perhaps I need to swap them on either side to break up how repetitive they become, I agree what you are saying about the big containers, they do feel a little out of place, here are some of the reference images I've been using for the interior:



    Will see if I can find any more fitting props,


  2. 4 hours ago, El_Exodus said:

    When I played the map I had a few concerns

    The long outside route towards A was veeery long. It was so long that it wasn't really viable to use apart from some unexpected flanks.

    The clipping really made it hard to focus on fighting the opponents. It was often a PvE fight to get in certain places.

    Then the timings for B were a tad too quick for CTs as well. You can push out and frag Ts which are still on the hill running up. Felt a bit cheeky

    Generally, some areas felt a bit underdeveloped in terms of options. When I think of maps taking place on a carrier, I kinda expect a 50/50 mixture of long range and CQB. The CQB part was a bit missing imo. Even indoors I had that feeling. Your very unique setting for the theme allows to balance the range of battles quite nicely in theory. Outside: Long range, Indoor: CQB. Maybe you can play around with that a bit more

    In terms of visuals: Considering the carrier stranded (years ago?), I wish there were a lot more wear to it. Rusty metal, sheets of rusty metal hanging around, scavanged electronics inside etc etc. There's a lot of crazy stuff you can do.

    I certainly have to play more so I can give more precise feedback. This is just the overall feeling I've got from that one game.

    The map's got a sick theme and I'd love to see it become the best it can be. You got this 👍

    Thanks, agree with a lot ...especially timings needs to be improved upon, think I'm going to remove the outside part, it didnt turn out how I anticipated, 

  3. If I knew it would be this upsetting I would have made 2-3 more maps - thought Graveyard was a pretty modest submission, although completely different,
    Every since the introduction of Flying Scoutsman I've been wanting to piggyback of those mechanics, I really want to test a defuse map in low gravity, would it be competitive? Who knows. Would it be fun? Who knows. 
    Been a few super cool outside-the-box concepts that didn't make it all the way, like that space station and underwater map,

    I've really enjoyed the theme and premise of this competition, hopefully it wont be the last! Would be cool to have a dz contest

  4. 21 hours ago, JackT said:

    One quick question. Has the layout changed or is it still over sized?

    the layout has changed a few times, not making any mega changes now though,
    not sure what you mean with over sized...the map takes place on a aircraft carrier, they are pretty massive, the map itself is slightly smaller than dust2 with similar view distances,

    its not a corridor map if thats what you mean...

  5. This map is available to download here https://steamcommunity.com/sharedfiles/filedetails/?id=1833955880

    Been having some issues with textures etc, but hopefully it should work now, ironically I forgot to change the visibility to friends only which drew a larger crowd than I wanted (I usually upload my wip's and keep it as hidden/friends only for a few days so its buried in the noise) ...thankfully the steamworkshop bots saw that the submission was trending and downvoted it, crazy to see how fast they are!! haha

    Where did you get that model cuz damn that thing slaps. You might want to break something else big like the bridge or its radars, cuz it looks a little too pristine.


    @JackT There is a playable version available now, still very wip, but it's at least something...

    @Interfearance The model originates from another unreleased/unfinished project, I hope that the completed version will look a little bit less pristine,

    @Ynel Thanks, you can try it out now if you want

    @JorisCeoen Ah yeah, you are right, never played that game so had to google it

    @Vanx Thanks, will see how much the carrier affects the performance, I don't think it will be any problems, its rather few polys and very simple geometry (all static)

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