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JorisCeoen

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Everything posted by JorisCeoen

  1. The current version has improved graphics, a radar, cubemaps and more detail. I'm still working on a new iteration that will feature soundscapes, alternative routes and limited acces to the river (only for accessing alternative routes). Whenever that version is live, I will scedule a playtesting moment on the testserver and hopefully we'll be able to work from that moment on towards a final version for competitive/casual gameplay The next version will feature: Improved navigation file Improved radar file Soundscapes Improved lighting Improved cubemaps Completely realised 3D Skybox Gameplay: Alternative route to B from CT spawn to balance out extra T entrance to B Gameplay: Alternative route for T to A via the water towards the 'A arches hall' Gameplay: Complete cover between long B when CT and T almost instantly meet when using snipers (my last attempt to this still failed...) Gameplay: CT water wheel house will be refurbished for extra cover and better lighting. Optimisation
  2. Haha, why xD?
  3. Hey, I'm sure you meant the 19th and it's already fully booked, sorry. Take a look at the schedule to find a date that is open and fits you. Also, what deadline are you talking about? Oh yes, indeed, I ment the 19th. The deadline, unless extended, will be this Sunday. I kind of expected it to be fully booked (though didn't see a scedule) so this is entirely my fault. I should've playtested earlier. I will playtest after the deadline of the contest instead and rely on the feedback of other testers first then The deadline of the Building Bridges contest on GameBanana, which can be found here: http://gamebanana.com/contests/58 Thanks for the heads up, and I'll book for another date instead!
  4. Well Shawn Olson is the programmer behind the program in which I designed the level, but didn't actually work on the level (brushwork and props) at all, so for finishing stuff up, it's a one-man job However I'm confident that I'll be able to do all of that in time (at least what is necessary to have). It's more that I'm willing to have the most optimal gameplay feeling possible at the time of the deadline.
  5. I'm not sure if it's free, but can I have a playtest tomorrow, thursday on the 18th March (at 21:00 CET) for my map de_pontifici? (). It'll be the only time I can playtest before the end of the deadline. Otherwise, no problems (I'll make sure to have a radar and 20 playerslots ready by tomorrow!)
  6. Hello everyone, I'm here with a new map called de_pontifici I was adviced to bring my map here to get feedback on playtesting, especially since adding cover and decently putting props in is one of my weaker aspects. For other references to older work of mine, you can find this here. You'll instantly notice that making bombsites isn't particularly my talent and that's why I need the words of experienced users that are familiar with competitive gameplay. I did prepare the timings it takes from getting to the bombsites on either teams and made sure that the bridge is currently the main advantageous way to go from Bombsite A to B or vice versa. Workshop Link: TBA And the basic layout for the moment: Right now these are the following things I know that are left to do and should not be mentioned in terms of feedback: Graphical artifacts on some brushes Some visible nodraw faces, I know all of them, please do not mention Dev textures Missing props Non-reflective water No cubemaps No radar No sufficient detail No effort in lighting done yet No bumpmaps or shaders to fancy the map up No optimised navigation No optimisation at all These are the things I seek feedback on: Gameplay flow Coverspots Bombsites Exploits and glitches Should the water be trespassable, or deep instead (deep = dying when falling into it)? Texture combinations What do you think are interesting types of props for a medieval theme like this one? You can mention a specific part of the map with a certain item in mind as well! I should note that all of the crates and stuff currently implemented in the map are placeholders for where I thought cover needed to be. The final version will include custom made props that fit a medieval theme. That's it for now, I hope that while people playtest the map, they'll have fun, and hopefully you can ignore the bombhiding spots as I haven't done anything at all right now to prevent this, so please do not intentionally hide the bomb in the many places where it can be done Workshop link coming ASAP
  7. I didn't yet say it here, but I released a small fix version that prevented an exploit to get onto the roofs a B.
  8. Yea I think it were those. They clearly said trashbags, not cans or bins. It was always at the B-site. I'm not really sure since I haven't personally checked it they were static or not, but to cause the lagg, they must be a dynamic entity in a way.
  9. That's obviously taking place in Paris, since the Eifel Tower is still untextured. We just played this map on the 404gaming servers, and I must say it looks fantastic. From the moment I entered I felt like in Paris, and the flow is really nice. Also seemed balanced. You might want to look into the trashcans/bags at B site, as walking on them made the entire server lagg. I do'nt know if they are dynamic/physics, but make sure that if they are so, disable collision and add a cip brush over them to prevent lagg. Good luck with the following progressions on the map, it already looks fabulous
  10. O yes, sorry about that. I didn't see that subforum on time, and I couldn't move it myself afterwards xD Many thanks man!
  11. Hello everyone, I was told that this is a very good community to show off your work, so here I am. I released de_himeji_castle sometime ago, back then it was released for a contest on which I won first place. The map is set at the hearth of Himeji, a city in Japan. The medieval castle is located on the top of a mountain and is prominently viewable from the city. As such, the map is a reconstruction of a real-existing place/building, although the interiors and the actual layout are different. I could only completely reconstruct the outside geometry and architecture, but the inside, prop placement, routes and some textures are fictional and do not appear in reality. Even more so, the acces to the castle is via a network of paths and dead ends and is not portrayed in the map, although the skybox suggests this kind of architecture. The map has a defusal mode and will be played as either Casual, Competitive or Deathmatch. Some pictures: That's it. I would appreciate it if someone could go over to the workshop, download the map, try it out and leave a like/subscribe It's really, highly appreciated! As a final note, I would like to say that I posted this thread only now because ever since the contest version which had some bugs and balancing issues, I tend to release this version as final, as it's completely different now and is heavily improved over the older version which I thought was not a good idea yet to post about. Enjoy the map!
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