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Harry Godden

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Everything posted by Harry Godden

  1. Hey everyone, I know I haven't been posting much in this thread, so I feel now is a good time to share what I have been doing to the map and where I plan on going with it! Some areas of the map I have began to block in the basic detail, only areas of which I'm certain will not need change, and helps me visualize the atmosphere around the map when designing it. The layout is nearing completion anyway ^^. Ok lets start with the overview, from the last image on here a lot has changed, A site was revamped, and I think has been better accepted than the previous version which was a mess. It still needed a few tweaks and a more clear focus other than a small site as found from the playtest. The timings seemed to work fine, CT's used to be able to push right down middle and through connectors which is now pointless for both sites, as either you end up in the same place, or get there way too late. Or both! Some people mentioned the need of a default plant zone in the last playtest, which I have added. This may be over powered for holding the bomb from long, i'm not sure yet. The tree boost is also now fixed, as well as the squeaky door leading from snipers nest. And since I have not posted B here either, here is a picture of it: Once again, thanks everyone who has gotten involved in this project, it has helped me so much. -Teroust
  2. A is looking better ^^, although kindof looks like two bombsites stuck next to each over. Not sure, cant really see from the screenshot, need to see an overview. If its final design is going to be a docks setting then im not sure if having a sandy environment light, i would picture a cool mild blue or white, afterall, it is next to the sea
  3. I think mark c brought this up too, CT's can use it as a head glitch also, which is very hard to counter. I probably will replace it with a staircase that arcs a little bit that connects up to middle. Thanks :-) -Teroust
  4. Definately there is an incentive from most who played today to remove the appartments hallway thing, so that is going to be removed. I like your suggestion of extending the catwalk into A, which would also mean developing the back right of the bombsite to give Ct's a better angle to hold off T's entering from catwalk. Thanks for your feedback -Teroust
  5. Updated to add a connector into B, CT Spawn now has better path to delay snipers. Also T spawn is pushed back even further than this overview. (2 / 3 secs worth?)
  6. This has been a great experience, some maps I expected in the finals and some I diddn't. For once in for ages, the workshop breathed quality competetive maps! Good luck to the four in the remaining two weeks.
  7. Its a special roller coaster I'll try fix the turns
  8. Its had a small playtest to see timings etc. but nothing on the scale of 5v5 yet. After a few more changes, and a temporary clipping pass I might submit it to a mapcore playtest, do demo analysis on it for heat maps and stuff like that. I Feel like making the B entrance (the two splits) into one area, therefore one way of entry into B, shuffling the snipers nest south so that its closer to the middle of the site, so its like speedway from cache. Hopefully this opens B as a different form of strategy rather than the two almost identical ways of taking site. Thanks Bodd Jonar -Teroust
  9. Hello everybody, I am working on a level called de_arpegio, my second map posted to the map core community. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=508356644 It is set it a Belgian city, on top of a small river that runs through parts of the city. North of the map is more commercialized, larger and more expensive buildings. South, is heading towards a more run down, low level housing. At bombsite B, the base of church is the primary target, and as for A, i'm not sure yet. Even though the map is still in greybox stage, I would like to post it here to get a wide variety of opinions on the layout, and detailing. I aim to finish this project in the space of 2 - 4 months, thanks everyone! Here is some screenshots: I will start with the level overview, which should provide a pretty good view of how the map plays. Now here is the timings, each separated into a spoiler. T ROUTES CT ROUTES ROTATE TIMINGS And now for some screenshots located around the level. And now for how I am going to detail the map. Here is a collection of reference images I took in Belgium, and some basic brushwork buildings. (Some are more W.I.P(y?) then others). That's all I have for now, thanks to anyone who leaves feedback on this thread! Thank you Jackophant for your feedback and advice prior to this thread release! Have a nice day -Teroust
  10. As noted by others, most areas currently feel bland and generic. I am getting a lot done to combat this. Thanks for your feedback
  11. I will be doing so
  12. Updated 22nd August
  13. Cant wait to see it finished Awesome work
  14. I love the style of it, but as st0lve said, color would benefit this map alot since its dusk.
  15. Ah! I did not even notice that, thank you . Changed it now.
  16. De_Nausea Hi everyone, I started working on this map a little bit before the contest was announced, and I finally have it at a stage where I can show it. Its quite daunting seeing all these entries into the contest, they all look really awesome from the screenshots and overviews, may the best map win (Updated 27/5/15) Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=503714165 Some background information on the map The map I am creating is set in a theme park, which is built on a man-made island. The theme park consists of a aztec / adventure area, a wet n' wild area and the merchandise / food area located at the middle of the map. I plan to better color the map, making it more uniform for each area. At the moment I am trying to opt for a grey green and brown pallet. Note the roller coaster has no textures yet. Screenshots! 08x 09x 22nd August 2015 Last Things The brightness is very high because its not full compile yet, doing a full compile at this stage would be pointless. The HDR render shown serves its purpose and should give a nice overview of how the map should feel / look. Thanks -Harry
  17. New version of ricochet? First game officially in source 2?
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