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AlphaOwl

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Everything posted by AlphaOwl

  1. Hey Waldo, just wanted to get back andshout you out on the advice. One thing previously preventing compiles was random bouts of memory leakage within the map, which we were able to diagnose was caused by some assets absorbing a lot of the lightmap bias. We were finally able to get a compiled version of the map up with finalized 8K lighting, and your suggestions to improve performance were very helpful. Hopefully the map doesn't feel as flat as it did before (though there are parts we need to tweak with the lighting sometime down the future when we finalize the artpass)! Thank you!
  2. I've been having quite a lot of trouble with map compilations quite honestly, S2 hammer is often telling me that compilation is using more than what the GPU can handle (3070 TI). I'd also run into the VK_ERROR_DEVICE_LOST issue pretty often as well, preventing me from doing a lot of map compiles often. At first I thought maybe if I tweaked the lighting around it would look better, but honestly I wouldn't be surprised if that's the reason for the lighting to be failing.
  3. Stage 2 Submission and Afterthoughts Taisha has been officially submitted for the Stage 2 deadline. We were able to get a fundamental artpass down for the map, though we were unable to complete it in time due to some burnout and some project mismanagement. Regardless of the outcome, I'm happy that I got a chance to work with @ethurs and @Axesh and growing more in my experience with environment art. We plan to keep working on the map even if it doesn't make it to the next stage, though we intend to take our time to properly cook the theming and aesthetic. Thank you everyone for your support, and here are some of the latest screenshots for the map!
  4. Hello everyone! It's been a hot minute, but while we haven't been posting for a while, we have been cooking in the background. There's been further layout changes around the map, and many visual updates around most of the map. I would say the map is 75% of the way of being artpassed properly, so we'll see how we can fare before the deadline. But for the meantime, the latest version is up on the workshop, and will later be updated sometime this week hopefully. Here's screenshots of the map now, along with radar! Middle: A Con: CT Spawn + Shop: A Site: A Main: T Spawn: B Site: B Main: B Con: Radar:
  5. Minor Update! I decided to do some detailing around B Main, focusing on the little shrine, stone wall, and outer parts of the map. I also did some detailing on the B site crates too!
  6. Hello everyone! Taisha has been on the Faceit Hub starting last Friday, and so I figured that we give you guys some insight into what we've done so far for this latest version of the map. Also sorry for the last post breaking, but we're including next screenshots this time! Artpass @ethurs has been hard at work making the blockout even better: a redesigned A main exterior, tower gate, and parts of middle! He's also been cooking up B Main and B connector too, which we'll hopefully reveal next time. He's also redesigned T spawn to be fit a more naturalistic layout as well. I on the other hand have been detailing the interior parts of A Main, and Window/Showers. More of the layout will be fleshed out within the upcoming three months! Gameplay Redesigns We made some changes to the layout to fit both the artpass and suggestions from private playtests. Connector stairs between B main and bottom Middle is now a raised platform to prevent a direct line of sight into the lower part of the map. We also removed the walls blocking visibility from B main into Cubby, so it's now an open angle for both sides to shoot each other from. The size of A connector has also been reduced to limit clearing angles and for cleaner map flow. Along with an artpass, I've redesigned CT Spawn and Shop, which now emphasizes on crucial routing towards B main and makes Shop a useful spot to retake from, as well as preventing overpowered lines of sight into Showers. Roadmap There is a lot to be anticipated from us in where we see ourselves when the deadline for Stage 2 comes. While our map is on the hub, we hope that we can redesign the level to balance the map better whilst retaining the aesthetic that we're planning for the map. I'm aiming to redesign T Spawn's outer space to fit more accurately to the real-life location and have that done by next week. Other parts include further fleshing out the exterior of CT Spawn and A Main areas. I also forgot to shoutout to @bman for helping us with audio and for adding chime sounds to B site! Expect more work from him along the way! We aren't really sure where Axesh is, putting us in an uncomfortable position as the deadline for Stage 2 draws nearer. We are currently recruiting additional environment artists to help us out in the remaining parts of the map. Heavy preference for people who have similar art styles to @ethurs. If you are interested, my Discord is @AlphaOwl!
  7. Dunno if you're taking any suggestions, but I think it would be so cool if you included a reference to ttt_lost_temple somewhere on the map. Perhaps movie poster?
  8. Hey everyone. Been a hot minute, huh? Thought I'd give a progress report on Taisha so far! Since making it into Stage 2 (woo!), everyone has hard at work doing an artpass of the map. For the most part, I've focused on the interior of A main. That has allowed me to focus on different areas within the building, such as upper A (suite), A Main, and Courtyard. Suite: A Main: Courtyard: I found time to work on the buildings for Window/Showers. Here are screenshots of both the interior and exterior: Finally, I took some time to redesign and streamline CT Spawn. The redesign ties in better with the planned blockout for middle while making the layout feel more natural. @ethurs has worked an impressive streak, having done a general blockout for B Main, T Spawn, Tower Gate, Middle, B Con, A Con, and A main as well! Here's a sneak peek at the exterior of A Main: @Axesh is currently in the process of improving the my artpass of A Site: I'll give an update in a couple weeks when our map appears on the Faceit Hub for Group 6. Until then, see ya!
  9. @ethurs and @Axesh have been hard at work on the map's assets, hopefully we'll get the chance to show them off soon!
  10. Taisha's final update before the deadline! We've worked effortlessly to streamline Middle and Bombsite B, to have a more defined experience playing these areas whilst simplifying the layout down to its essentials. This also includes redesigns of B CT Main, CT Spawn itself, and a Spa House rework. We're pretty satisfied with the version that we have, so we'll be leaving this as is for our official version of the map before the deadline. Included are some screenshots of the layout! It's been a tiresome but fun past four months, and I wish everyone the best of luck for Stage 2!
  11. Minor update for Taisha! After a pretty good playtest on EagleOne, minor adjustments to the layout have been made to hopefully improve gameplay towards B site, top middle control for Ts, and angle clearing on A. Here are the patchnotes: Squeaky door removed Wood panels in front of A main have been lowered and added to block certain lines of visibility and to include new lineup opportunities Timings have been readjusted to hopefully give Ts more edge to pushing Washing station moved to front of tower gate, area now minimized (thanks NakedAgent!) Mid platform opened up to make accessibility into B con easier Raised walls to prevent unfair height positions Corner next to A main has been rounded out to make easier clearing Fixed weird lighting Along with the changes, a new batch of screenshots have been taken to showcase the map. We're likely expecting a couple more playtests and one final map update before deadline.
  12. We've been quiet for some time, but Taisha just received a MAJOR overhaul update in many parts of its layout. Such changes include extensive reworks to Middle and B site, A site cover, and an A lobby redesign. Most importantly, we NOW get to showcase Axesh and ethurs' environment artwork on both respective bombsites! Though we're cutting close for the Stage 1's deadline, the changes hopefully streamline the map whilst retaining some of the map's original charm. A Site/A Con A site cover has been simplified to reduce the amount of unfair angle engagements when trying to take the site. Major changes include the removal of the wood wall, being able to wrap around the site fountain, and no longer being able to get on top of the second site planter. Back site angles have also been simplified. A con has been revamped to feature the same gameplay before, albeit now treated as a drop zone from the reworked Middle. Spa House is weaved more into the design of this area of the map, allowing for quick rotates back through middle without compromising CT Spawn map control. Middle Mid has been streamlined in a more traditional manner, allowing CTs to hold mid easier whilst maintaining that quick Mid control into A con. Tub has been widened to make these changes more appropriate. B Con B Con has been more streamlined to provide a new position and angle into B site. The new prayer hall now leads out towards the other side of site, which provides safer passage than pushing through B Main. B Site/B Main One of the major changes to the map is the removal of B short, which in some ways was merged with the reworked B con. Site cover has changed as well, along with Backsite B being widened to avoid the averse effects of utility. The half wall on site provides interesting holds and positioning for both T and CT opportunities. The B Main wraparound has also been removed, reduced to a not-so-deep pit position that could catch people off-guard pushing through B main. A Lobby/A Main A Lobby has been ENTIRELY reworked to simplify map routing as well as retaining a more authentic charm to the map's theme and setting. The doorway into upper A has been widened, and the staircase has been replaced by a balcony leading into A main. A main itself has been streamlined to be the window corridor, with the two exits going out to A site now being through Courtyard (Sand) and a new squeaky door right next to it. Many thanks to the playtesters, and I think now we can focus on minor improvements to make the map flow even better.
  13. Minor update that features soundscapes and detailing. This version addresses minor layout adjustments (thanks CoomInMyBoom!) as well as a remade version of the fountain (This is also a little sneak peek at the walls that are going to surround B site!) The box in Middle Water has also been blocked off and prevented to get on top of. Radar:
  14. I think the map is too claustrophobic and at the same time, too long. There are entire sightlines that you can watch and prevent anyone from crossing the map safely. I am not a big fan of the crouching around into the entrance of middle, and I think middle feels too wide as well. A lot of the corridors on the map are just about head height, and the entrances could probably be a bit more identifiable with a working radar too. Also the breakable objects delay player flow, just to keep in mind.
  15. I decided to release a version of the map at the moment just to get feedback on the major layout revisions that have been made so far. I also just redesigned the tower gate as well!
  16. Sorry for the radio silence. We've all been working on detailing the map and I've been perfecting the layout to hammer out its flaws. I'm aiming for us to coordinate our work to be on a version of the map sometime in July, but for now I can share some screenshots of the map. CT Spawn (Major change): CT Spawn now has timings with taking map control of specific key areas that I intended for, as well as providing opportunities for safe rotates in post plants. B Connector and Lower Mid (Rework): B connector has been simplified significantly and its routing to mid has also been changed too. There is now more significance as a quick rotate to middle from B site, but less power to being able to hold the position. The exit into B no longer can see into B main, forcing CTs to take a more aggressive position into B short for more control. There is also a raised platform in lower middle, which takes up previously useless map space and provides CT a better position to hold pool from. A Main Stairs (New): This new route into A main provides faster rotating opportunities from A main to upper A, and defines A main as a T controlled part of the map. Detailing work (done by me): A Site progress (done by @Axesh) : B site progress (done by @ethurs) :
  17. Another small update, but I've also brought @ethurs on the project! He's also going to be working on environment art for the map and has been cooking up on bombsite B. @Axeshhas been working on bombsite A on the other hand, and hopefully we can showcase some of their progress in the next update!
  18. Official Version 8 Update! It's been a week and a half since I last posted, but after getting a couple more playtests and some creative suggestions to take the map to the next step, I've been working hard to rework some questionable areas of the map for a better feel of gameplay. The main focus areas were CT Spawn and B main, which have been redone and expanded upon to provide a better gameplay feel whilst not sacrificing too much of the aesthetic and previous feel of the map. A main also saw some changes, though mostly in the aesthetics department for how the map should look in the future. CT Spawn (Major Revamp) A major flaw with the design of the previous CT Spawn was its simplicity in being a straight and single direct path to each site. Another issue was that the CT area was too involved in map gameplay (despite my intentions for it to not serve any significance. Though similar to a map like Cache, it made rotating over for retakes unsafe did not feel secure, and holding long positions deep into CT to hold upper Mid made it a challenge. Thus I reworked the area to provide safer opportunities and more security in taking and retaking parts of map control. The positioning of CT Spawn itself has changed, with two different routes leading into CT side of A, and better peeking angles into B. The long angle from Broken Wall into CT of A no longer exists, now blocked off by a wall. Upper middle has now changed, with the original CT pool entrance being pushed up and made part of Mid House to shorten the distance of the angle and to make rotating easy between both positions. The routing allows players to continue taking risky angles while providing safer options to rotate through. B Main (New Addition) Initially suggested by my partnering environment artist @Axesh, B main sees late development and a major addition to the flow of the site now. The angle allows Ts to get faster up towards site, and serves as some good post plant positioning. This is aided by the small wrap-around in the area, to catch unsuspecting players offguard. Water area now serves more as a safer passage into B main and to take cover from the B short fight. B Site (Revamp) B site saw a revamp after the entrance of B main has changed, so I rebalanced the site to fit the new angles appropriately. There are less pillars now that impede in gameplay peeking, and the few holding positions force CTs and defending Ts to strategically pick certain gunfights or to fight for assertive control of areas like B short and B main. B Connector (Minor Revision) B connector saw some small development with the recent changes towards B site. Most notably, The stairs have been widened and the entrance from upper mid now pushed back. Though not depicted, B connector's entrance into B site has also been pushed back and the little windows have been made taller to provide better grenade options. A Main/A Lobby (Visual Update) A lobby underwent another redesign yet again, but I think I'm fairly happy with this iteration. A main has also been visually developed to find a style that's suitable with the map, as well as providing opportunities for hurling utility over. A Site (Minor Revision) Since A main is now slightly deeper to the side now, there is now a suitable post plant position to hold bomb from main. The cubby area to the side is also deeper than before. The wood wall was shortened in the back to lessen the unfair angle on top of the bin boost, and the boost itself has been lowered. Overview of changes I'm going to get some more playtests scheduled to make sure to finalize these areas of the map, but for the most part I'm happy with the map. Hopefully we can show you some visual updates soon!
  19. Thought I'd showcase some of the stuff that I've been working on in terms of detailing and redesigning. This is a look at the redesigned gate entrance to B site: Along with A lobby: And A main: I'm heading out to Dallas later this week so I won't have time to work on Taisha until after (though I'm excited to attend the event!).
  20. Just thought I'd give a quick update to say that @Axesh will be working with me on this map, primarily on level/environment art! He did suggest a possibility for a redesign of the Gate entrance into B, and I figured we might as well give it a shot to see if it possibly plays better, so hopefully it will keep you intrigued for the next update of the map! I'll also be looking to refine the design of A lobby a bit as well as additional detailing across the map.
  21. A7 Update! I figure I separate this version from A6 even though I would say the feedback came in the same batch, but I wanted to ease in some of the changes so that hopefully the map feels better. This update focuses on engagements and timings to each site, as well as trying to provide a better gameplay flow. This update also features a redesign of the Torii Gates across the map, which is much closer to what I envision them to look like. B Site During playtests and from feedback from the Mapcore Faceit Hub, people felt that despite the size changes, B site still felt cramped. So I decided to push back the outer walls this time to give the site more air to breathe. I also felt that it was thus appropriate to make the Torii Gate entrance larger as well, though hopefully this ages well enough with the newly released Incin changes. There have been some other cover arrangements on site as well, such as the crates being enlarged and pushed back and a pedestal block providing cover from CT for retake. B connector stairs has also been enlarged, reducing the size of the fence inside. A Lobby People had trouble rotating from A main to any other part of the map outside of mid, and vice versa. I decided to bring the entrance closer and to make upper A more accessible to get to mid faster, which meant redesigning A lobby once again. Hopefully going towards A shouldn't feel so distant to rotate to now. Middle Though I considered harder reworks for middle, I thought it was best to leave it relatively the same with a few minor adjustments. The middle engagement timing should be closer to how it was in the previous version, since people enjoyed how much more contentious it was to fight for it. I leveled out upper middle for a more consistent gameplay flow, but new ramps lead up towards the entrances of buildings. I also added a barrel that allows self boosting onto the Pan cart at lower middle, which might be more efficient instead of having to go around the crate to get up. Image Comparison Slider between A6 and A7 As the playtesting window for Taisha is closing soon, I would like to thank everyone on the feedback and suggestions to make the map better. I'm happy to see the reception that the map got, and I hope that later down the line there are more opportunities to test the map on the hub. I'll most likely be focusing on further greyboxing and designing buildings around the map to complete the aesthetic and to provide a further glimpse into how I think the map will look like.
  22. Minor update for Taisha. I figured I could bust out a few minor changes to fix a few gameplay flow things, that (hopefully) shouldn't change the map too much. Removed the small side spot of B main and added some cover to camp behind. Makes the position and angling a lot simpler to hold B site and helps reaffirm T control of B main. Boom box reverted closer to original position with (easy) skill jump to get back on. The addition of the box hopefully shouldn't cause an unfair angle. Broke part of the wall between B side hall and B site to make grenade lineups easier. This is primarily when chucking grenades from B connector. Added open skylights in A lobby to throw grenades from Widened A main along the window to throw more lineups. The overhang roof has been reduced so that grenades are less limited. Grass wall (A site) has been extended to provide less of an unfair angle onto people running out of A main. Grass has been properly clipped (goodbye strange floor light). CT Spawn now has boxes and ramps to sneak down from. Provides more effective lurking opportunities through the area. Clipped off trees on A site (thanks FrshNL and slatysh!)
  23. A6 Update! I've enjoyed playing the map with everyone on the FACEIT Mapcore Hub, and it's great to hear the feedback from everyone. I just had a playtest today as well so I figured I could address some of those issues along with some of the grievances I noticed from the sessions on the hub. This update puts a little more emphasis on the mid engagement, and is subject to change. There are also some adjustments to cover on both A and B, and B short and A connector being rerouted are probably the most substantial edits along with the mid changes. Map brightness increased CT Jacuzzi remodeled and redone (better flow and not blocked when leaving spawn) CT Mid box moved to the other side of top mid B site platform increased Added half wall for more comfortable bomb plants Cover cleaned up on B site B short rerouted; CT entrance removed, stairs pushed back towards back of B site along with planter B connector new wall added and stairs slightly redone (better peeking angle) Fortune building (T mid building) wall slightly decreased (testing) Mid entrance into bath expanded, more direct fight with house engagement (testing) Cart moved up and new crate added for more cover Pool height decreased, along with upper A Mid Bath wall raised to prevent peeking (testing) Quick entrance into A site changed into boosted window position Slight cover redadjustments on A site Windows on back A simplified to a single wall of windows Back of A angle into CT blocked off by maze of dividers At the moment I don't want to change too much to what people expect of the map just yet, but I do want to see what people's thoughts would be in making Middle "more traditional". But I'll make sure to keep the map updated and to address feedback! Here's a radar comparison of the current changes.
  24. Semi major update to Taisha! With essentially a day left before the Mapcore hub reveal, I figured I could push one more update to this version, which includes more cover, visual redesign of A lobby (which I had left empty in the last update), and MANY fixes regarding unfair boost spots across the map. Raised walls by T mid stairs Redesigned crate cover in B main Planter added to B long Back walls of B site raised Crate corner right next to B short entrance has been remade into non-campy corner A lobby redesigned, providing new cover to hide behind Short wall added to A main and some cover Planter added in between A main and back of A site Both planters on A site lowered CT main of A widened and divider walls added to prevent unfair angle peeking into CT Windows added to side of Mid house for grenades Added wooden wall on top of outer B walls Escalator glass in A lobby made smaller You can now drown in B main New Radar:
  25. The map is certainly detailed to say the least, but I feel like the design doesn't really bring any new concepts to the table. The Mirage inspiration is extremely telling, but the layout makes it feel inferior.
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