Squad Posted August 8, 2013 Report Posted August 8, 2013 Me neither, didn't have any materials missing. Quote
Vilham Posted August 8, 2013 Report Posted August 8, 2013 can't join the server tonight for some reason. Quote
Setin Posted August 8, 2013 Report Posted August 8, 2013 Hey guys, thanks for the playtest! I can tell there are a lot of things to work on, fixing the rain being number 1. Thanks again for the feedback. Quote
MrSkellyBones Posted August 8, 2013 Report Posted August 8, 2013 (edited) Just got done testing de_monsoon. For general game play it feels to open at times. The B and Mid routes both have very long sight lines which make the map more awp focused. You can change mid quite easily by eliminating large terrorist route to mid and offsetting that with an opening in the apartment that lets you drop down (there might even be one. I only saw that spot on spec once and never went there). Water also affects the way flashbangs and grenades behave so you might want to add more displacement maps or solid ground to walk on in the lower parts of the map. Overall the layout felt pretty good. There are a few bits I would change though. First CT spawn is very long and open. I suggesting adding a little cover so that rotating through it isn't quite so painful. Also the back of B site has a small hallway that wraps around a world block. I feel like between it and the many boxes in B there were to many spots to hide. A couple lights are needed in the door room so it isn't so dark. Even with the rain off I couldn't see CT's inside it. A side felt much more solid. You might want to extend the catwalk so it goes all the way to the T door entrance so that is isn't immediately a great spot to defend from. It didn't get played a much but when it did I liked it quite a bit. Edited August 8, 2013 by MrSkellyBones Quote
OrnateBaboon Posted August 8, 2013 Report Posted August 8, 2013 I liked the theme. It reminds me of the MW2 map Underpass. The main issue was the fog overlay which made it really hard to see. Gameplay wise, I think there were some really long sight lines, which made a few of the areas a no go zone unless you sniped. The fallen palm tree route is a little awkward - maybe do something like the box and wooden plank route on Mirage which is a lot cleaner. The fountain in the map also reads as a bomb site the first few rounds - probably because it is used that way on Inferno. Quote
blackdog Posted August 9, 2013 Report Posted August 9, 2013 (edited) de_monsoon I really enjoyed the test yesterday, layout base is pretty solid –as others said already while playing. I particularly like the height variation you have provided; overall size and routes seems pretty good to me for rotation timing. Problems encountered. The first few rounds as a CT (my first steps in the map too) I wasn't finding my way to B, maybe unlucky spawn that made me look the other way, but I'd say the CT spawn is too "flat" and doesn't help in showing all the routs right away, maybe you can retreat its position a little back (compensating the T one for keeping the timing). The sniping nest for the Ts is too vicious imo, it wasn't camped ferociously during the test, but I imagine how in public servers it could degenerate. Also, being it dark, is very difficult to counter someone in there, quite the contrary of what Valve did in Mirage. It's not like in DoD, where with a Kar I can shoot a couple of rounds in the dark and probably hit something anyway. Everything is a placeholder at this stage, but I found the mid area a bit confusing and noisy with columns and fountain/pond. I too find that B seems to have too many cover spots, but I wouldn't say to delete right away the small backalley going around it. On the flip side, A-site feels a bit too enclosed, but we never rushed it as a team; maybe you are expecting Ts to split and push mid to ease the others to enter from main entrance there, but it felt like the second option, to take the sneaky way playing a fake on B. palm-ramp on the way to B, didn't gave me problems at the beginning, in later rounds when it was crucial to get up quickly i missed it even 2-3 times in a row. Because of the theme, I guess you can make something like a destroyed house and a ramp made of rubble, I don't see why it should be a route to climb or something Not much to say about the mist and rain (i didn't removed those btw) that hasn't been already said. Just iterate through and find a sweet spot that makes for a good ambience. Dunno what is possible to do with Source, maybe have it on lower parts of the map, where water is. Because of the setting, maybe the "Pirates" T faction is more appropriate? Edited August 9, 2013 by blackdog Quote
MrSkellyBones Posted August 10, 2013 Report Posted August 10, 2013 (edited) Hello! I don't know how often you guys allow maps to be tested, but I've changed de_sake quite a lot and would like to sign up for the next test day if that's allowed. Edited August 10, 2013 by MrSkellyBones Quote
Setin Posted August 10, 2013 Report Posted August 10, 2013 I'd like to get mine in on that Tuesday test as well. Quote
Puddy Posted August 10, 2013 Author Report Posted August 10, 2013 Tuesday it is! I'll go ahead and schedule Agency for next Thursday. I've done some changes and it's starting to look pretty nice. MrSkellyBones, Setin, iwxanthi and 1 other 4 Quote
Skybex Posted August 10, 2013 Report Posted August 10, 2013 Can I get a slot for Thurs as well to test the new Coldshell? 'RZL 1 Quote
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