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Posted (edited)

De_marquis_b1

Link to the map :

https://drive.google...dit?usp=sharing
(no workshop at this time; we would like to playtest the map via mapcore first)

 

 

Here is few things to know about this beta1 :

- the global layout has already been tested few weeks ago and reworked accordingly . However we're still opened to any feebacks regarding it :)
- few BSP glitches to fix (misaligned brushes etc)
- no ambient sounds implemented for now
- many static props are still place holders (flat colors+ baked ambient occlusion)
- Nav mesh needs to be reworked
- Overall optim and perf look ok but can still be improved. We're waiting for you feedbacks regarding it.
- Many clip collision to refine.

Anyway, feel free to run the map and gives us as much feedbacks as possible !  We first want to test the map with the mapcore community before to officially realease it on the workshop.

Thanks guys ;)

Cheers

 

 

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725685amarquis04a.jpg

 

474792amarquis05.jpg

 

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P.S.: do you know if we can change the name of a topic ?

Edited by Hashtag
Posted (edited)

Looks beautiful and I really enjoyed running around the map. Only thing that i think needs work is the clipping, there are many spots you can reach that should be closed off, another clipping pass is needed. There was also a spot where you could "wallhack" through a nodraw texture. And there's one more thing, I haven't been to Paris since I was a little kid, but I do not remember it having two suns, I could be wrong though.

 

Here some screens: http://imgur.com/a/KjqCH

Edited by roflzomglol
Posted

Had a look and it looks fantastic. My two concerns are:

 

- Some areas are very dark/contrasty

- Some areas aren't very readable (noisy background)

 

Here's my recommendation: Place both T and CT models throughout the map (prop_dynamic and the T/CT-models in question). Especially at choke points where it's more likely the action will go down. Then compile this testversion and ask yourself; are the models readable everywhere? And then address all the areas that are problematic.

Posted

I was in Paris this summer and yeah I'm pretty sure there were two suns. Other than that you really captured an authentic parisian feeling. Great utilizing of the train tracks that are on a lower level but still open to the sky. I recall them from my stay. The underground stone wall texture might be a bit dark though for readability in encounters.

 

The chimneys are nice and iconic but they have a smoothing error.

Posted

So I got a chance to run around this: my overall impression is really positive!

This map feels settled for the most part, and I would just echo the fact that it looks great and really shines in a few spots. My criticisms are similar to those little details Lepubledeslapin pointed out, minor stuff.

Some conceptual things to think about for your next map:

-A bit more interesting playable space, a lot of Marquis feels like narrow streets or alleys, which isn't ad exciting as the broad avenues of Paris IMO

-Some more interesting bombsites

Overall it's a great looking map and I have a strong feeling you will be very successful with it!

Posted

That's obviously taking place in Paris, since the Eifel Tower is still untextured. We just played this map on the 404gaming servers, and I must say it looks fantastic. From the moment I entered I felt like in Paris, and the flow is really nice. Also seemed balanced.

 

You might want to look into the trashcans/bags at B site, as walking on them made the entire server lagg. I do'nt know if they are dynamic/physics, but make sure that if they are so, disable collision and add a cip brush over them to prevent lagg.

 

Good luck with the following progressions on the map, it already looks fabulous :D

Posted (edited)

Thanks for your comments !

 

The main part of your feedbacks will be fixed in the next beta.

 

JorisCeoen> can you tell me more about the trashcans/bags ?
Are you talking about the garbages on the screenshot below ?

 

126243lag01.jpg

Edited by Hashtag
Posted (edited)

Hi Guys,

 

Just to let you now that we posted our map on the workshop although there is still some unpolished content and few bugs to fix. 

 

You can visit and/or suscribe by clicking here => Workshop

 

We would be very thankful if you could share and test it :) ! Anyway thanks all of you for your comments and feedbacks

 

Cheers

Edited by Jpley

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