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Posted

Set on an off shore oil rig out in the middle of the ocean, terrorists have infiltrated an active oilrig planning to destroy it. The Counter Terrorists are flown in via helicopter.

 

The map is also being worked on by, Az and MrTwoVideoCards

 

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Posted

As mentioned by TarrySruman in the playtest topic, when I played the map, it was not very clear where I should go, and more importantly, where the enemy might be (ironically, this is more or less the same feedback I got for de_holland ).  Part of that is of course due to the fact that the map was very new for me. Map awareness will get better with experience, but you could try adding more signs to guide players.

 

The feeling of "death can come from anywhere" also comes from the fact that there are several long sight lines with cover that has small gaps (for example those boxed barrels). This means that a player hiding behind such a box can kill far away enemies that cannot see them. Example:

 

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The layout seems cool, but you might consider removing this "ear" off the main platform:

 

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At first, I thought it was a bomb site! It's a dead end, without much reward (high ground and cover are quite plenty on the map). Some things you could consider doing:

  • add more than one entrance point, so it flows better.
  • make it inaccessible, for visuals only.
  • replace it with some simpler cover on the main platform

I like the catwalks. They look cool, fit the theme, and add risk/reward options. Downside is that they add to the "death can come from everywhere" feeling. And one thing I noticed was that I was trying to kill an enemy who was walking right above me. I shot at him (not sure which weapon though), but my bullets didn't really seem to penetrate the catwalk. This is very anecdotal, but you could try testing the bullet penetration. 

 

The gap(s?) in the middle where you could see the water is really cool. Really adds to the idea of being on a high oil platform!

 

Lastly, about the name; "oil rush" is the name of a pretty popular game and "black gold" is a bit cliche imho. I would personally go with something like "de_offshore", which to me sounds relevant but a bit more cool. But that's probably a minor point if the map looks cool enough :) .

Posted

Yeah that fenced in area was pretty dumb. Shooting through fences is bad since the big particle effect makes it nigh impossible to tell if you're hitting anything, especially when the target is far away and the fence is right in front of your face.

  • 2 weeks later...
Posted

I've made the ocean a displacement, I wasn't digging the flat repetitive look the water brush had, even after a giant large custom flowmap. There were some problems with reflections freaking out in the 3d skybox as well.

 

However I need to adjust the uv scale of the 3d skybox water, it's bigger than the normal playable area ocean. The ocean is till ongoing though. I plan to work on the coloration and spec.

Posted (edited)

You should add a crane to justify the use of cargo containers because it might look silly without it. Maybe find something else to replace with? I doubt the little lifts can move the containers all around the platform either. What are their purpose? I like the color aspect of them though!

edit: the pyramid shape block is the crane?

Edited by tr0nic
  • 2 weeks later...
Posted

de_oilrush_v150000wzb87.jpg

all crates and stuff are floating slightly over the floor, what makes it possible to see the feet of thy foolish enemies.

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The plane isnt close enough to the container.

 

Just two little things i found

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