text_fish Posted April 29, 2014 Report Posted April 29, 2014 So I went a bit mad and posted a massive WIP thread for DE_88mm I got some really helpful feedback in the playtest, but I'd appreciate anything else you have to add as an afterthought as well! Thanks again for playing. Vilham I can't see a thread for CS_Mass so I'll sum up my thoughts here! Firstly, I really like the theme. I've often wanted to make a church/cathedral level but never got past the initial layout stages, so well done. At the moment I find the game-play a bit too spread out for my tastes, but TBH I have the same issue with Museum and Downtown, because I find they both lack any real "stand-out" conflict areas by dint of being a level designed around a setting rather than a setting designed around a level (seemingly). Both of those maps have gone on to be really successful though, so what do I know!? The only changes I can suggest to address this would be to add more signposting (hostages this way etc.) and add some complexity to the hostage areas, which don't really get defended because T's are pulled to more interesting areas. I don't know if I explained that well, but I hope you catch my drift! Quote
Sathor Posted April 30, 2014 Report Posted April 30, 2014 (edited) I'd like to reserve a slot on 09.05.14 for the yet unannounced map "Binnenhof" (de_binnenhof) Dr. Delta and me are working on. A WIP thread shall be created within the next few days, too. Edited April 30, 2014 by Sathor Quote
Gooba Posted May 1, 2014 Report Posted May 1, 2014 Updated version of De_apache here for tomorrow https://dl.dropboxusercontent.com/u/9724397/de_apache_b3.zip Quote
'RZL Posted May 1, 2014 Author Report Posted May 1, 2014 The playtest of Gooba's DE_Apache and FMPONE's map is starting now! Come join us! 94.250.201.180:27015 Quote
'RZL Posted May 4, 2014 Author Report Posted May 4, 2014 The playtest of Cashed's DE_Fuel and Tr0nic's DE_Mocha is starting now! Come join us! 94.250.201.180:27015 Quote
'RZL Posted May 6, 2014 Author Report Posted May 6, 2014 (edited) Playtest Schedule Playtest 06.05.14 Demonz312's map [OPEN] Playtest 08.05.14 Will2k's DE_Forlorn Sathor's DE_Binnenhof Playtest 11.05.14 [OPEN] [OPEN] Playtest 13.05.14 Tr0nic's DE_Mocha [OPEN] Playtest 15.05.14 [OPEN] [OPEN] Playtest 18.05.14 [OPEN] [OPEN] Playtesting sessions are scheduled on Tuesdays, Thursdays and Sundays at 21:00 GMT+1. We playtest a maximum of 2 maps per playtest. For map creators: If you want your map tested, post in the thread and suggest a day that is suitable for you. If the above mentioned time isn't a good fit, let us know and we can probably work something out! Prior to the test you will have to send Roflzomglol one .bsp file, one .nav file and an optional .kv file. All custom content (models, materials, sounds, mapradar) needs to be packed into the bsp. For this, you can use Pakrat. He'll take care of the rest! Submissions can be considered accepted if they appear in the schedule, this can take up to 24 hours. Edited May 10, 2014 by 'RZL Quote
'RZL Posted May 6, 2014 Author Report Posted May 6, 2014 The playtest of Demonz's DE_Dhaka is starting now! Come join us! 94.250.201.180:27015 Quote
Sathor Posted May 7, 2014 Report Posted May 7, 2014 Uh, so there is no playtest on 09.05.2014 like Playtest 08.05.14 Will2k's DE_Forlorn [OPEN] Playtest 09.05.14 Sathor's DE_Binnenhof [OPEN] it states here? I wouldn't be able to participate on 08.05.2014. I'll notify whether we will give up the slot or still find a possibility at least one of us is there. Quote
text_fish Posted May 7, 2014 Report Posted May 7, 2014 (edited) Sathor, "Playtesting sessions are scheduled on Tuesdays, Thursdays and Sundays", so I imagine the original schedule was an oversight as the 9th is a Friday? I might be wrong though! Edited May 7, 2014 by text_fish Quote
Sathor Posted May 8, 2014 Report Posted May 8, 2014 Yes, indeed. RZL has already contacted me about that. I just thought it was an exception. Anyway, I have to give up the slot on 08.05.2014. Dr. Delta and me discussed it and we both want to be there on playtesting. I really can't make it, so we will have to do it on another date. Quote
'RZL Posted May 8, 2014 Author Report Posted May 8, 2014 The playtest of Will2k's DE_Forlorn is starting now! Come join us! 94.250.201.180:27015 Yes, indeed. RZL has already contacted me about that. I just thought it was an exception. Anyway, I have to give up the slot on 08.05.2014. Dr. Delta and me discussed it and we both want to be there on playtesting. I really can't make it, so we will have to do it on another date. Hey Sathor, we could make an exception for tomorrow evening if you're still up for it. Quote
Squad Posted May 9, 2014 Report Posted May 9, 2014 de_forlorn will2k, I mentioned most, if not all, of these suggestions to you already, but just for future reference and debate I'll post them here as well - blue: windows - red: sightlines - ugly yellow: changed paths - Ts have a disadvantage going to mid through the parking lot, mainly because of two reasons: 1) CTs have height advantage (at catwalk) resulting in this case that they can see the legs of Ts coming through before Ts are able to see CTs at all and 2) CTs can just keep Ts entrance covered from the room leading to the upper catwalk (only exposing their heads if positioned well), without actually having to get onto the catwalk where they would expose themselves fully in a narrow space. To solve this both entrances shouldn't be directly opposite each other. This way, CTs would have to at least get out on the catwalk to have the advantage of spotting Ts before they can be seen themselves. This would be better, but probably not ideal still. The tunnel leading Ts to mid should probably be opened up vertically to give Ts a fair chance. Another thing worth thinking about would be to make the catwalk floor some sort of grate (which you can shoot through), so getting on the catwalk will get you a lot more exposed and vulnerable. There may be more changes needed to balance out mid, but it would definately be a step in the right direction - B is hard to take for Ts. If they take the shortest route they have two entry points, but both are facing the same small window where CTs can defend from (and one entry point is a narrow duct). To balance things out a bit, these entry points shouldn't be right next to each other. The CT window should either be removed, moved or made a lot larger, so CTs can't cover the tunnel when only exposing their heads. - There's a pretty long sightline (the long red line on the overview) from one of the windows (blue) at the lower side of the overview. If CTs rush through B they can easily shoot Ts who are trying to get into A in the back. I guess that's it in a nutshell It's great that the layout offers both close/mid-range and mid/long-range. I like the height variations in the map, some of them are rather big, giving an advantage to one team, but nothing that can't be fixed in my opinion! Overall, I like the layout. Testing was fun! And I'm looking forward to what you're gonna do with the Black Mesa theme will2k and Puddy 2 Quote
Sathor Posted May 9, 2014 Report Posted May 9, 2014 (edited) Yes, indeed. RZL has already contacted me about that. I just thought it was an exception. Anyway, I have to give up the slot on 08.05.2014. Dr. Delta and me discussed it and we both want to be there on playtesting. I really can't make it, so we will have to do it on another date. Hey Sathor, we could make an exception for tomorrow evening if you're still up for it. We set up a playtest at 00:00 am CEST tonight ourselves, but would gladly accept the offer, if the time remains at 9 pm. That way, we would have two playtests which are far enough apart in time. I will post a link to the necessary files in a few hours. Edited May 9, 2014 by Sathor Quote
Sathor Posted May 9, 2014 Report Posted May 9, 2014 You can download the map here: https://dl.dropboxusercontent.com/u/66424987/de_binnenhof_playtest03_mc.rar Includes the BSP (radar map included in BSP) and a NAV file (which is pretty useless). Quote
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