Setin Posted August 5, 2013 Report Posted August 5, 2013 (edited) Chatter has been picked up indicating an imminent attack on a small town in southeast Asia. Intel reports that the target is the church. A secondary target in the area may also be the Tree of Life, an old sacred tree in the town. We need you to prevent the Terrorists from succeeding. If they are able to successfully attack this town, then more attacks may follow in this region. Oh, and weather reports indicate a monsoon moving in, so be quick. Civilians have already been evacuated so weapons free. *NEW UPDATE: 8/12/13: On a spree last night after I saw an interesting picture, I redrew up another layout and whiteboxed it out really fast. Turns out it was a lot of fun to play. I've got pictures of the previous version in game that I had changed after the playtest and of the new one I made yesterday/this morning. Any input is appreciated. Old 8/9/13: After the playtest I've gone over the map a lot more. I felt unhappy with the bombsites in general and decided to rework those. I also went through all the feedback I received and changed the layout accordingly. I also went over the theme again. The area is now a old, small town in the Philippines during the start of a monsoon. There are stone buildings combined with wood/corrugated metal ones with limited foliage. This was changed to a more populated town with tons of high buildings. I should have the changes completed by Tuesday to possibly playtest again. Changes: - Rain has been fixed! Had wrong setting on func_precipitation volume. - Shifted mid/CT spawn/T spawn slightly over to the left to more center it. Also crunched up the map slightly more so the paths weren't so long. The testing showed A as a less interesting area and felt too long to get to. This was to help Site A get more attention and reduce walking times. - Got rid of the awper paradise. AWPs were good everywhere, so I went through and shortened paths and made them less sniper friendly overall. - I was unhappy with both sites. The seemed uninteresting and lacked a good theme or any character. Bombsite A is now a church. Bombsite B is now a large tree on a platform. - Got rid of the low water. Just going to have the puddle meshes instead. - Mid is more straightforward. Previously there was a long path with a wide area attached to the right of the center. This felt awkward and didn't have good action. - Changed path from Mid to B to go to a path instead of into the site. There felt like too many places to watch in the previous version of bombsite B. I also felt like there should be somewhere to back up into and decided that just moving the path to not go into B would fix this. - The palm tree path was removed because it felt to clunky. Preview picture (T spawn): Old 8/5/13 Layout: *NEW 8/12/13 (New version) - Alpha 3 Old Old 8/5/13 Mid: *NEW 8/12/13 (Updated version) - Alpha 2 (from CT side) *NEW 8/12/13 (New version) - Alpha 3 (from T side) Old 8/5/13 Bombsite A: *NEW 8/12/13 (Updated version) - Alpha 2 *NEW 8/12/13 (New version) - Alpha 3 Old 8/5/13 Bombsite B: *NEW 8/12/13 (Updated version) - Alpha 2 *NEW 8/12/13 (New version) - Alpha 3 Old 8/5/13 CT Spawn *NEW 8/12/13 (Updated version) - Alpha 2 *NEW 8/12/13 (New version) - Alpha 3 T Spawn *NEW 8/12/13 (Updated version) - Alpha 2 *NEW 8/12/13 (New version) - Alpha 3 Edited August 12, 2013 by Setin ziiN and OrnateBaboon 2 Quote
MrSkellyBones Posted August 10, 2013 Report Posted August 10, 2013 Hey man! Looks like you took a lot of the suggestions made and implemented along with a few clever fixes of your own. I'd love to see some new screenshots of the changed areas. I look forward to the next playtest with it. Good luck with your map =D Quote
moldy Posted August 10, 2013 Report Posted August 10, 2013 I dont mind helping on the map. Add me on steam tke155 Quote
Vilham Posted August 10, 2013 Report Posted August 10, 2013 That new layout looks very different. Will be interesting to see. Quote
'RZL Posted August 10, 2013 Report Posted August 10, 2013 New layout looks very promising, looking forward to playtest it next tuesday. Quote
Setin Posted August 12, 2013 Author Report Posted August 12, 2013 *Updated 8/12/13 New pics of updated layout and of a new layout. Quote
Setin Posted August 13, 2013 Author Report Posted August 13, 2013 Okay so after today's playtest I got a lot of feedback saying that the previous version was better but that this new version had some nice things as well. Let me go over what I got and if anyone agrees/disagrees or has any suggestions please feel free to comment. Feedback - The previous version was better - Site A in new version was a problem (too many turns) - The previous version was liked for being indoors - Both versions seemed to lack interest and were the least played site by far - The new version of mid is better, even though it seemed to be used less than the previous version - The new version feels more maze like, less open, walls need to be lowered/have different heights (the uniform height and size was just to make it faster, not meant to be representative of final product) - Doesn't feel like you're pushing out through a chokepoint into an area (e.g. de_train) I have some further questions. - Did you prefer the new or old version of CT/T spawn? - Did you prefer the new Bombsite B more? - Did you feel like the new mid needed a path to B? - If the new A site became more open would you prefer that over the indoor version? Currently I'm thinking of going back to the previous version and switching the old mid out for the new one, then tweaking from there.Thanks again for the playtest guys! Quote
TheOnLY Posted August 13, 2013 Report Posted August 13, 2013 As somebody else already said while playtesting it felt somewhat fighting along hallways. The high walls might be one reason for that. The routes are nearly parallel, but apart form Mid->A they are not connected with each other? I particularly felt like that when walking the higher route to B. What about adding a few windows there or even remove the wall (or make it smaller) Quote
blackdog Posted August 13, 2013 Report Posted August 13, 2013 (edited) Previous version was much leaner and I preferred. My strongest impression was also that timing to reach the bombsites is almost equal between the two now. A site more than the site itself, the problem is T route that has too many turns... also when you spawn you are looking in the opposite direction of where the first turn to A will be, so I would go back to a frontal spawn that shows immediately the main routes. Also, when retreating from the arch that opens on the A site area, i got stuck on the columns you have on the building. Felt a bit difficult to climb to the bombsite (I don't mind indoor or outdoor - you have windows so I thought you were going to put a roof on it. B site I felt it was more entertaining in the previous version, with that two-level approach; I'm sure you can find a way to break the too long line of sights it had before (i'd keep one "long" that would make the map recognizable). Mid yes the new one is interesting because range feels perfect for both sniping and rifles, interesting angles for nading and especially it's a good spot for CTs to tell if Ts are playing A or B. New spawn for CT mixed feelings, I spawned looking toward A every time I think, so again maybe I'd make sure CTs see the main routes immediately. Water was nice and did fit well with the supposed theme of the map; I understand there are problems with nades, but Aztec is an official map with water, so maybe you can find a side route to flood. Edited August 13, 2013 by blackdog OrnateBaboon 1 Quote
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