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Everything posted by Logic
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I see you've already changed areas around the map. I'll still give you my 2 cents about the layout though I really liked the lower connector (B-to-Mid, CT-side). It's an important but difficult area to hold, which I like! To me A-window felt out of place and created some unwanted angles. Keep it if you think it's valuable though. T-spawn felt cramped and could be much more open. Consider moving the T-spawn out of the alley, but timings might get messed up. The water on B-site really shouldn't be playable. The T-side balcony overlooking B also creates a really OP afterplant position. A-site already looks more focused in this version, so I won't mention the issues I had with it during the playtest. My biggest issue: The balcony close to T spawn played very awkwardly. CT's had total control over it since the only way up for T's was a really exposed ladder in mid. I would probably make the entire area unplayable and just keep it as detailing. I believe that making a staircase leading up to window-room instead would lead to some interesting gameplay. See pic below! Since this means that you already have a connector from Mid to A I would consider removing the entire route through double doors towards lower B. Less routes are usually better. Mid suggestion: This map was fun to play, but has some things to work on. Keep it up!
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I believe that most players thought that the map was very claustrophobic and "flanky". Here are some of my thoughts. The corridor behind A shouldn't have a one way dropdown for CT's. Pushing that lane as a T is totally worthless as it is today. It's also very narrow which makes it awkward to fight in. I would try to remove the ladder/ladder-room since it's very awkward to push. The timings to B are way off! T's get there before CT's. But, if CT's were to get there earlier T's can only push from one very narrow entrance. The timing and layout needs fine tuning. B-site suffers from a ton of awkward angles where the teams spot enemies feet before an engagement. Try to limit the vertical elements a bit and make the entire area larger. Try to open things up in general. Storage warehouses aren't usually this cramped and has much higher ceilings. Image that a forklift will need to get through these entrances. Good luck on future endeavors! Logic out!
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ITT: Post maps/scenes that never saw the light of the day.
Logic replied to Minos's topic in Level Design
You should totally try to save this project! -
Looks sweet! Get another playest going already!
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Please don't shoot me But, when you put it like that I think I might consider the investment
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I wouldn't call 350 euros pocket change
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I've always wanted to play the Uncharted series, but I have never owned a Playstation and probably never will The visuals look incredible! Damn you exclusives!
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I saw the same system used for a site that showed you how to throw different smokes. It seems to be a good system since many people enjoy having everything accessible online. I would prefer if you could place a marker anywhere on the map (with X/Y-coordinates instead), and not just on a grid though EDIT: Also, if this takes off you don't wanna manage every single map! Let users upload an overview of their own map, provide them with a link that they can send to friends so that they can report bugs on it and let the user that uploaded the map manage it. Requesting you to upload maps is a hassle for everyone involved in my honest opinion. I guess you can do that by hosting the GitHub stuffs, but many won't have the knowledge to pull that off.
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Delicately an improvement! I still think you can add some more height to the ceiling though.
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Battlefield 1... One? Why!? Why not Battlefield World War 1?
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Any updates/changes happening to this map?
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I don't play much TF2 but this looks great! Keep it up!
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Episode 2 was meh and ended with a lot of cliffhangers. Hopefully things will take off soon!
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I'm sorry, but I need to point out some of the similarities to Dust 2. There are waaaaaaay to many of them! All of these areas with the orange arrows look very similar, too similar if you ask me. Your A-site even has the same entrances to D2's B site and the same positions close to the T-entrance. Dust 2 is a great map, but I doubt that people would wan't to play another map that looks just like it
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I think that the bedroom doesn't look luxurious enough compared to the rest of the house (villa). Most houses with a modern style go for a much brighter look, with large windows, higher ceilings, etc. That floor also makes the whole room look dark and depressing unfortunately. I think a room like the one below would suit the map better. It's big, clean and luxurious without being over-the-top
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The new updates for Cache looks great! Nuke got some minor improvements as well. I fully agree with the removal of the stack of crates that used to be here! It was way to limiting for CT's since they couldn't peek silo without being fully exposed from some other angle. Hopefully this will shift yard to be a bit less T-sided again.
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Dammit Quoting! Finish yor maps!
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Cool! Wish I lived closer to Stockholm. Is this something that developers usually do? Bringing in the public into playtesting sessions?
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It looks good so far, but the map feels very claustrophobic, mainly because of all the low angle screenshot's you've provided. I'd prefer it if you presented screenshots taken from a few meters up, looking down at an area at a slight angle instead
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I also prefer the second version. The new lighting is a huge improvement! If you're going for the Mediterranean look you should ass some foliage to the cliffs in the background and maybe add some specs of sand down by the water
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I like it! Could need some additional foliage though. But lose the trashcan! Feels like a public park with it there
