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Posted (edited)

*** Updated 12/15/13 ***

Look to bottom of page for update.

 

Since this map is so different from what I started with I've decided to just make a new thread for this one. I promise it won't go through a full remake again =P. Anyways, after today's playtest I'm pretty confident in the map and what I want to do with it. It's a modern corporate plaza area. 

 

Feedback from de_plaza_alpha3 (11/10/13).

 

- Feels nicer, tighter
- Bombsite A is fun
- Bombsite B is too difficult to take?
- Need another path from Mid to get to A for rotation
- Theme looks cool
- Map is good, feels different but has conventional elements
- Seems very much like other maps
- Like the atmoshpere
- Feels very choerent
- Like the scale
 
After the feedback from today I went in and added another back route near T-spawn that connects the lower mid T entrance to the upper mid T entrance. This helps cut rotation times by a lot. I placed this here because I felt that CT's already have an advantage in mid and I didn't want to give them another route to take. Where this route is placed also doesn't influence where T's will go at the start as it has not effect on beginning round movement too much. This is mainly here to just use as a way for players to get from mid to the upper level without having to run back to either spawn.
 
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Edited by Setin
Posted (edited)

*** Updated 11/17/13 ***

 

Hey guys, here is an update on what I've done since last time. One question I have is what does everyone think of Bombsite A? Currently I think there are a lot of corners and turns, but not enough area to actually sit back and defend. A few people said they liked it and enjoyed the nade possibilities but I feel it is too "open" feeling.

 

·         Added in a sniper perch for T's to siege B site while still keeping the overall path just one path.

·         Changed T-spawn to be more streamlined. Previously there were too many paths and it was kind of confusing. 

·         Added more cover (hedges) to B site and changed the inner cover of the site. Now Bombsite B should be easier for Ts to take.

·         Lowered the height of the planters and reduced the use of soft cover all around. 

·         Started adding in custom textures.

 

Download:

https://dl.dropboxusercontent.com/u/33230442/de_plaza_alpha5.zip

 
*** New Screens ***
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Edited by Setin
Posted

*** Update 11/22/13 ***

 

Thanks for the competitive playtest today guys! I recorded and watched it; learned a lot. The main thing from this playtest was that bombsite B was too easy to take. I've added in a small ledge near the T stairs to try to alleviate this. Still working on detailing. Just went through and replaced all the dev textures. I'm trying out making custom textures because Source doesn't have many that would work for my theme. Any suggestions are welcome.

 

*** New screens ***

 

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Posted

Hey Setin,

 

I liked how the map played. The rounds went pretty fast (I wasn't ever bored) and I can't really think of any suggested changes. That's probably a good sign. :)

 

Or actually, I think it might become a problem that bombsite A only has one entrance for CT unless they loop around near T spawn.

Posted (edited)

Hey again guys, got another update for y'all. Did a basic lighting pass and some gameplay tweaks. I think I'm now at a spot where I could use some artistic help with the level. I know basic texturing and modeling, but it's nothing compared to what I've seen people here doing. The ultimate goal for this map would be to make it into an Operation, but Source doesn't have the necessary props/textures needed for this kind of setting and I am not capable of providing high enough quality assets. So I would like to ask if an artist would like to hop on board and help me make this map look stunning. 

 

More screens:

 

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These changes were added to help CT's defend the site from the T's. The cubby gives CT players the ability to sit closer to the T entrance. The T-Stairs were pushed back slightly so they have to run in the open a little longer. The number of pillars in the back of the site were cut down and the corner part was made thicker so there was some more solid cover back there. The back-site area was pushed back slightly to adjust sightlines in that area.

 

post-30805-0-45745100-1385501993_thumb.j

 

These changes were added to make rotating through CT spawn easier, as well as making it so where CT's couldn't shoot from spawn to mid.

 

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Edited by Setin
Posted

This is looking awesome Setin, can't wait to see it finished. Do you have any more play tests planned now you've made a few tweaks?

Ya I would like to get another playtest in. Either this Thursday or Sunday. Want to make sure the changes I made to B especially were more helpful than harmful.

Posted

For all da artists out there I think it's a very good idea to bet on this horse. You're the horse in this metaphor Setin. A fine steed.

 

Really like your work on this Setin, you've been very tenacious and the map has changed dramatically throughout development (for the better :) ).

Posted

looks pretty solid. i'll try to make the next playtest.

i noticed there is another map called de_plaza on the workshop and just wanted to tell in case you didn' allready know.

 

keep it up :)

Posted

Ya, I need a new name for the map. Any suggestions welcome. At the moment I feel like gameplay is almost there so I will mainly just be polishing the map and probably won't do a playtest for a bit. I could still use an artist to make a few props and touch up the textures I made if anyone is interested.

Posted

Been awhile since I posted an update. I'm currently reworking the look of the map (haven't done many gameplay changes). Have been focusing on getting one area to look completely finished at the moment, so that I can better visualize the final look of the map and work towards that throughout the rest of it. 

 

Here is a preview of the new look of T-Spawn.

 

post-30805-0-57056600-1386449460_thumb.j

 

Here is the most recent layout overview:

 

post-30805-0-62078300-1386449571_thumb.j

 

At the top, CT path to Mid was changed to be a wall and split staircase so that they couldn't see down into mid. This also slows them down some at the start. 

 

In the middle, a staircase path was added to help with CT rotation. Because of this addition, the hallway that connected the back T sides together was taken out. This also has the added benefit of making T spawn more viable to enter again.

 

Comments/critiques/questions welcome!

  • 2 weeks later...
Posted

Update ***12/15/13***

 

Hey guys, thank you everyone who came to the playtest today. I've got some new screens of the most recent version. After the playtest I realized that B site is now more popular (yay!) to go to. This may be because I have been neglecting A site visually though. B site also seemed to have too much cover, so I will be taking out some of the pillars in the back and getting rid of the cubby that I had added previously. On the visual side of things, I need to go in and add cubemaps for my windows now and go through all my textures and add some normal maps. I will also begin optimizing it a lot more now.

 

I have a few questions:

- Do you prefer the new or old B site? Why?

- Do you like the visual style?

- Was there any areas of the map you particularly liked/disliked?

- How was the readability of the map? (Did you have trouble seeing enemies ever?)

- Did the map run well? (Were you lagging at all?)

 

Thanks again for the playtest guys!

 

Overview:

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T-Spawn:

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Mid from CT side:

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Redesigned B Site (look to overview for better view of layout change):

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Redesigned T -> B path (again look at overview for best view of layout change):

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Inner staircase at Mid:

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CT entrance to Mid:

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Beginning of T path to Mid and A site:

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Posted

TBH I think you still need an artist. Looks a bit like cs 1.6 with the heavy brushwork but with high res textures and nicer lightning. 

 

I think it played well but B puts me off a bit with all the tight ever changing sight lines due to pillars and bushes.

Posted (edited)

I was late and only got a few rounds in but here are my thoughts:

 

- Do you prefer the new or old B site? Why?

 

I much prefer the new B site, the walkway that T have above the stairs into B balances things out a lot more imo. The only thing I would say is that around the actual site it feels a bit claustrophobic because of the pillars everywhere, like Dejavo said.

 

- Do you like the visual style?

 

Theme is good but needs polish from an artist.

 

- Was there any areas of the map you particularly liked/disliked?

 

Mid feels much better now, I like the new centre piece and I'm glad the plant pots have gone. The wall added to CT side stairs makes it a much more balanced choke point.

 

- How was the readability of the map? (Did you have trouble seeing enemies ever?)

 

The only thing was the pillars at B, I felt like my vision was really restricted until I was pretty much stood on the point. Overall it looks clean, light and is very easy to read.

 

- Did the map run well? (Were you lagging at all?)

 

Ran perfectly fine on my PC.

 

Not sure how much help any of that is but I enjoyed it and I'm looking forward to seeing it finished. :)

Edited by Nerve

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