hamilton5 Posted September 21, 2014 Report Posted September 21, 2014 boost outs - http://imgur.com/a/E9jz4 other boosts like the overhanging roof on HRG aquarium near CT spawn and probably the monkey's tree house look possible too. Squad 1 Quote
Squad Posted September 21, 2014 Author Report Posted September 21, 2014 Thanks! Another clipping pass is definately needed Quote
korey101 Posted September 21, 2014 Report Posted September 21, 2014 This map looks Amazing ... nice work ! Squad 1 Quote
catfood Posted September 22, 2014 Report Posted September 22, 2014 (edited) Liked the progression the map made and the direction its going, here are some thoughts and things I found odd / misplaced I think those concrete edges on top of these displacements look a bit strange, maybe it looks a bit rushed. Would be nice if these were just rocks without these edges. I think these metal fences are hurting the setting, just the woodenfence would do in my opinion. not sure if this rock wall is final but i think it looks a bit strange/not done compared to the rest of the map Since this corridor is used a lot and one of the main routes maybe it would be nice if it had a stable dressing with animal sounds etc instead of a "boring" industrial look. I guess it would support the setting of the map more in terms of theme. I came across more empty/dodgy stuff but i believe these were just work in progress. Anyways love the progress and hope this helps Looking forward to the next playtest. oh and btw I disagree about removing the hut on B, I think you should keep it. Edited September 22, 2014 by catfood Deh0lise, 'RZL, Squad and 2 others 5 Quote
El_Exodus Posted September 23, 2014 Report Posted September 23, 2014 Had a quick run with a mate on your map and i already have some feedback. There is a rock texture, where CT's (and maybe T's) are barely to none visible. He and i made screenshots of us hiding in front of this rock: The other thing i found, was that the overall clipping needs a lot of work to get to the final stage. Small obstacles are sometimes disturbing the smooth movement and there are some unintended boost spots. For example this one (I'm already standing on the boost spot): Overall, the map looks amazing. It's very unique. It did feel very big in the first moment. How was that in the playtest? Did it work nicely? What about the rotation times? How long are they? I didn't test that I'd also say, that the zoo could need some more life in it. Some more flora inside the aquariums and some fauna in the outer parts of the map. It's hard for me to understand, why there are already fishes in the aquariums, but no other animals in the outer parts. If you'd like me to help finalize your clipping issues or s.th. similar, feel free to hit me up. I'm always open to test and to give some feedback. I really like it, keep going Squad 1 Quote
Squad Posted September 23, 2014 Author Report Posted September 23, 2014 Liked the progression the map made and the direction its going, here are some thoughts and things I found odd / misplaced I think those concrete edges on top of these displacements look a bit strange, maybe it looks a bit rushed. Would be nice if these were just rocks without these edges. I think these metal fences are hurting the setting, just the woodenfence would do in my opinion. not sure if this rock wall is final but i think it looks a bit strange/not done compared to the rest of the map Since this corridor is used a lot and one of the main routes maybe it would be nice if it had a stable dressing with animal sounds etc instead of a "boring" industrial look. I guess it would support the setting of the map more in terms of theme. I came across more empty/dodgy stuff but i believe these were just work in progress. Anyways love the progress and hope this helps Looking forward to the next playtest. oh and btw I disagree about removing the hut on B, I think you should keep it. Do you mean the hut on A (outside bombsite)? Other than that, you got some good points there! Thanks Had a quick run with a mate on your map and i already have some feedback. There is a rock texture, where CT's (and maybe T's) are barely to none visible. He and i made screenshots of us hiding in front of this rock: The other thing i found, was that the overall clipping needs a lot of work to get to the final stage. Small obstacles are sometimes disturbing the smooth movement and there are some unintended boost spots. For example this one (I'm already standing on the boost spot): Overall, the map looks amazing. It's very unique. It did feel very big in the first moment. How was that in the playtest? Did it work nicely? What about the rotation times? How long are they? I didn't test that I'd also say, that the zoo could need some more life in it. Some more flora inside the aquariums and some fauna in the outer parts of the map. It's hard for me to understand, why there are already fishes in the aquariums, but no other animals in the outer parts. If you'd like me to help finalize your clipping issues or s.th. similar, feel free to hit me up. I'm always open to test and to give some feedback. I really like it, keep going That readability issue didn't really occur on the playtest (or not as far as I know), but it should definately be fixed. Thanks for pointing that out! Noone complained about the size of the map, as far as I know, so I think rotation times are allright (anyone, correct me if I'm wrong). About the lack of fauna, this will not change, unless Valve implements a func_animal enity or something similar The presence of animals will mainly be clarified with sounds. I'm aware it's not perfect and I've probably should've picked an easier theme, but it is what it is I've searched for you on Steam to add you, but wasn't able to find you. Got a link to your profile? Thanks a lot for the feedback so far! Quote
El_Exodus Posted September 23, 2014 Report Posted September 23, 2014 That readability issue didn't really occur on the playtest (or not as far as I know), but it should definately be fixed. Thanks for pointing that out! Noone complained about the size of the map, as far as I know, so I think rotation times are allright (anyone, correct me if I'm wrong). About the lack of fauna, this will not change, unless Valve implements a func_animal enity or something similar The presence of animals will mainly be clarified with sounds. I'm aware it's not perfect and I've probably should've picked an easier theme, but it is what it is I've searched for you on Steam to add you, but wasn't able to find you. Got a link to your profile? Thanks a lot for the feedback so far! Yeah, a func_animal would be the shit! My Steam profile is linked in my signature But here is the link: http://steamcommunity.com/id/el_exodus Squad 1 Quote
Squad Posted September 23, 2014 Author Report Posted September 23, 2014 That readability issue didn't really occur on the playtest (or not as far as I know), but it should definately be fixed. Thanks for pointing that out! Noone complained about the size of the map, as far as I know, so I think rotation times are allright (anyone, correct me if I'm wrong). About the lack of fauna, this will not change, unless Valve implements a func_animal enity or something similar The presence of animals will mainly be clarified with sounds. I'm aware it's not perfect and I've probably should've picked an easier theme, but it is what it is I've searched for you on Steam to add you, but wasn't able to find you. Got a link to your profile? Thanks a lot for the feedback so far! Yeah, a func_animal would be the shit! My Steam profile is linked in my signature But here is the link: http://steamcommunity.com/id/el_exodus Request has been send El_Exodus 1 Quote
Vaya Posted September 23, 2014 Report Posted September 23, 2014 (edited) This vent..... ...makes looking out this window annoying. this needs to be blocked off as to not to confuse my tiny brain unexpected boost at A very nice looking map. organic walls take a little to get used to Also kills my FPS as you can see. I'm normally 150+ Edited September 23, 2014 by Vaya Squad 1 Quote
jackophant Posted September 23, 2014 Report Posted September 23, 2014 Since this corridor is used a lot and one of the main routes maybe it would be nice if it had a stable dressing with animal sounds etc instead of a "boring" industrial look. I guess it would support the setting of the map more in terms of theme. I think the way it's been styled makes sense. The areas out of the public eye are often very stark so this offers a nice transition rather than shoving more zoo in the users face. I do think that mid is a rather overpowered choke point. The long range hut is hard to see without a scoped weapon, and there's a large degree of height to check depending how far back the CTs are in the enclosure, coupled with a lot of RZL's rushes from the underground of the aquarium. *shakes fist angrily* However, I do find it sometimes hard to distinguish what would work in 5v5 and 10v10, and this may be one of those 10v10 OP CT situations. Fantastic looking map! Can't wait to see next update! Squad 1 Quote
Squad Posted September 23, 2014 Author Report Posted September 23, 2014 Thanks, guys! I'll address those points. Vaya, the FPS drops are only occuring at A? Or more parts of the level? jackophant: I'll probably request a 5vs5 with a more competitive setup, if that's possible. Quote
Vaya Posted September 23, 2014 Report Posted September 23, 2014 I'll check tonight. quite sure it was mainly A looking to mid's glass building Squad 1 Quote
Niller^.- Posted September 23, 2014 Report Posted September 23, 2014 Hey Squad, I've got some feedback for you aswell I have focused on gameplay since the design is more likely to change. Keep in mind when reading this, that it's mostly theory based, but something you might want to consider. If you're going to have a competitive playtest, remember to send me an invite Assume T's are rushing through middle into this room. The time it will take the T's to get to this particular room (through the tunnel), CT's will likely already have been able to rotate from bombsite to block this door. It's a single door, which will make it quite hard for T's to push through. This leads to two options: go through and have a good chance for a slaughter or go back. The road back is quite long and also with only one opening, making it possible that CT's from the other bombsite have gone up and blocked that path aswell. This comment is similar to the one catfood made. These fences also have a negative effect on the setting. This path is very dangerous for T's. 1) CT's can see the bodies of T's long before T's can see the CT's. 2) It's very small (easy to nade and spray down). 3) T's have numerous of areas/places to check when going in. It may show its worth in a competitive setting, but during the playtest, this path was just not worth the risk. I've also mentioned this ingame, but I'll post it here aswell so it's easier to see and remember. These railings need clip I'd also like to see the indoor bombsite have a second option to get up and down. Good luck with the map, great work so far Squad 1 Quote
Vaya Posted September 23, 2014 Report Posted September 23, 2014 I would bring the open water down a bit too so you can't look through the surface anymore. It does weird things to the viewmodel Squad 1 Quote
Squad Posted September 23, 2014 Author Report Posted September 23, 2014 Thanks, Niller! You're bringing up some good points. I would bring the open water down a bit too so you can't look through the surface anymore. It does weird things to the viewmodel Do you mean the water at A site? It used to be semi-opaque, but you couldn't see the bomb anymore if it was dropped in the water. That water is still WIP btw. Vaya 1 Quote
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