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Plantello

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About Plantello

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    Newcomer
  • Birthday 04/03/2001

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  • Discord
    petervszombies#8185
  • Steam
    trabantliker

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    Hungary

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  1. Since last night, I had time to think. The biggest problem regarding my map is just how impossibly hard it is to retake due to cramped entrances and long between-site rotations, and this is what I need to address first and foremost. My current plans are as follows (see picture if necessary): Open up wall between T spawn and T side lower. I want Ts to get to Warehouse faster than CTs, and CT bots should be able to check this place quickly from a distance. Move A site inwards. Let's face it, the overhead "entrance" is just another place for Ts to camp in afterplant, and there's a lot of unnecessary space all around. Moving it inward will also obscure vision from Warehouse and Water, letting CTs more effectively hold the site even after Ts have pushed into those areas. Rework B site. Honestly, this is the one I'm the furthest from achieving. I only have vague ideas for this, and so far I'm pretty unsure how to tackle it, and I'm open to suggestions on this one especially. Replace pools with sports courses. This is a large thematic change that simply needs to happen, what with the map not making good use of the original idea. This affects other areas, too. Flip stairs from U-bend to S-bend to make CT rotations to tunnel faster, as well as making it slimmer and bending it in an L-shape. Making it occupy less space would also make CT side upper span a shorter distance, making space for A. The unused space could nicely be filled up with vending machines.
  2. Yeah, the scale used to be way off. Initially, it was larger than the largest square the current version would fit in. I didn't plan it at all - it's my first (and so far only) map, and all I know about mapping I've learned while making it. I know that it would make more sense to take the core conept and start over (I kinda started that already), but I keep getting ideas on how to improve this version one last time and just can't get myself to leave it "unfinished". Maybe I should. Thematically, I initially had a place in mind that I based previous versions of the map on, but then gameplay considerations took over. I could loosely re-match areas with their IRL counterparts, but I'm not about to get into custom models just yet, without which I can't do the map justice. It hurts, but eh. Some areas need reworking, though. Thematically as well as gameplay-wise. The reason I have no real plans for this version of the map is that I've always considered apparent, easy-to-identify problems as higher priority than prevalent, overarching design issues. For a period, I was removing sightlines; then, adjusting rotations; then, removing unnecessary areas; then, adding cover; right now, I'm making the map less claustrophobic, and more open for grenade throws. The problem is, all of that requires I make changes per area individually, and leave the map itself mostly intact. Which means I'm not addressing core problems with it. I will try to work on my mentality going forward. Thanks for your input! I greatly appreciate it.
  3. The video doesn't show, but the radar now correctly has its lowest colour value at the lowest points of the map, making ramps clearer. Also, there are radar callouts now. There are multiple problems I'm aware of at the moment that I'll soon fix, including the lackluster lighting. For now, this version is available on the workshop.
  4. Quick update, I've uploaded the newest version to the workshop with an (incomplete) list of changes. I'll be updating the screenshots later (it's 12:17 am right now), and recording footage of the largest differences compared to my previous video. Some of the more important changes: Moved CT spawns forward Added more opportunities for grenade throws Added cover to help CTs in various places There's a problem in the map right now that I'm aware of (an unintended boost that allows incredible sightlines), but I think I'll just keep it to myself for the time being. If all goes well, I can get people to playtest it shortly, so changes are to be anticipated anyways.
  5. Yeah, the map has a history of being too large, most of the "campy" corners exist because of that. I also agree that it is a really cluttered map that is too closed at times. A lot of them have been closed up already, though. I deliberately avoided making the A site overhead entrance wider, as I think it would lead to that area being too exposed. Also, as I said, I'll be working on cover near bombsite B, especially near the exits from the pools. It is deliberate that there's very little cover on the sites themselves, instead having it spread out around, that being the long distance between the sites. If retaking was any harder, it would be really T-sided. For a while now, I was trying to let CTs gain a foothold a short distance from the sites, while simultaneously reducing the number of options Ts have, but I didn't take into consideration how CTs would defend or Ts would attack. With the newest builds, I've started putting cover in places where CTs can take advantage of them, and making T approaches more open for grenade throws and easier to push through. For instance, the bottom half of the warehouse area used to be much tighter with a bunch of crates piled in a way that leads straight up. It could be mollied from the top to stop pushes, and both teams had a clear view onto each other. The new layout encourages both teams to use utility smarter, and allows for both more aggressive and more tactical pushes, early or late in the round. This is not to say I disagree with you, just to present my train of thought.
  6. So in late 2018, I started working on a map, and currently, it is on the Workshop as Chlorine v1.0. However, it is really bad for a multitude of reasons. I have since created compile V1.2 and build V1.2.1, and I'm working on improving balance between taking vs holding sites. V1.2 mostly focuses on Bombsite A and the most direct T approach to it through Warehouse, and V1.3 is going to be improving on Bombsite B and the most direct CT approach to it through Mid. A second version is in the works that I started on from scratch, and with which I'll be focusing on gameplay a whole lot more from the getgo. Those, however, are only the rough sketches. I would like as much feedback or suggestions as possible, both regarding the gameplay (which is a bit T-sided due to long rotation times, but also has trouble with there being too many entrypoints to the bombsites), visuals (which is quite barren at the moment, and very claustrophobic at points), and the theme (that of an old Soviet bloc spa complex that is being deconstructed). Here is a video of V1.2:
  7. @blackdog Yeah, I didn't say it was pure bad, but it does affect the balance. Aztec had water to cancel fall damage. Canals has water mostly out of necessity, but it avoids putting it in the way of rotations, mainly putting it towards a new fighting area. Even Lake puts it out to the side, and I agree with that approach.
  8. Yeah, long corridors aren't too fun or fair. Here's a tip: the smaller you can make your map, the better. Cut the very top and bottom, move the spawns closer and make the corridors near them shorter. Also, that side room looks pointless. It is far from both sites and serves no purpose. Don't feel discouraged, though. Nobody makes a perfect first map and often you have to scale down your ideas.
  9. Plus, water is kind of finicky anyways. It's pretty glitchy at times, and it slows people, and it splashes loudly when landed in... It affects the balance as well as the asthetics. My map used to include water in important areas, but bots handled it poorly and it was generally unpleasant to be playing around.
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