OrnateBaboon Posted April 18, 2014 Report Posted April 18, 2014 Going to call this first pass now, so a good time to start a thread. Map is rough, but solid enough to be played. Upped the sun and snow versions to the workshop to see what kind of feedback is given on the themes.I was pushing for the CEVO Banana competition, but I don't think I will have a strong enough build ready for it. Going to try though. Same images from WIP thread. Sunnyhttp://steamcommunity.com/sharedfiles/filedetails/?id=250292319&searchtext= Snowhttp://steamcommunity.com/sharedfiles/filedetails/?id=250285320 To do: -> Update layout overview. -> Performace improvements - this is also first pass atm. -> Proper lighting and clipping pass. -> Sort out fog and post process. -> Second pass on all areas. -> Clean up corners. -> More smoke opportunities by breaking some buildings/castle walls. -> Add T "buffer" areas to deter CT rushes. -> Replace temp buildings. -> More callouts. -> Add more unique visual stuff, and remove a lot of the buildings from the outer parts of the map. -> Replace them with rocks, trees, a beach 3d sky buildings etc. -> Make the primary ramp rotation from B to A more interesting structure wise, as well as the CT and T spawns. -> Make the A site more interesting. Maybe a bridge of some sort to add a new element into the map. -> Replace a lot of the crates. -> Consider opening up the church tower again for an extra rotation/sniper area. -> Add/reopen extra sub routes if needed. B might need an extra T route - (need to spectate to see it - but it is on the left part of the "old" image) for a T split. -> Make map more intuitive. -> Fix the 50-50/T - Junction arches. -> More wallable spots. -> More comp viable. And lots more. I am particularly interested in feedback that will make the map structure more competitively viable/fun to play. New routes that could be opened up, and any potential boost spots worth be worth adding. Current overview. Older overview - can re add these routes if needed. iwxanthi, Squad, ShoGun-KmKz and 3 others 6 Quote
Niller^.- Posted April 18, 2014 Report Posted April 18, 2014 Hey Ornate, I subbed on workshop and tried it. I like the visual especially the ruined building at CT's side of middel I don't know how this will play competetive-wise, I'm no jugde on that, but it seems to me that A is a much better option than going B. Then again, that's just based on me running around in the map. Good luck, and keep up the good work. Looking forward to see the end product OrnateBaboon 1 Quote
text_fish Posted April 19, 2014 Report Posted April 19, 2014 I took the liberty of playing with a little section of the overview. Firstly, I adjusted the "U" shaped connector I was badly describing in the playtest thread to make it less awkward to traverse. Secondly, I suggested a good position for a boost (quite a dangerous but rewarding one) and a spot from which T's could suppress the defending CTs with nades and covering fire. I don't know if gunhole's a word, and if it is it probably means something filthy, but oh well -- any gun-nuts/military folk know the correct term? OrnateBaboon 1 Quote
OrnateBaboon Posted July 25, 2014 Author Report Posted July 25, 2014 (edited) Too slow for the cevo competition . Some first and second pass comparison shots. 3d sky is very wip. first pass second pass first pass second pass Edited July 25, 2014 by OrnateBaboon cashed, Puddy, 'RZL and 13 others 16 Quote
SirK Posted July 25, 2014 Report Posted July 25, 2014 I love it - especially the new "Spawn Area". Did you make any layout changes? OrnateBaboon 1 Quote
FMPONE Posted July 25, 2014 Report Posted July 25, 2014 That's getting to be really polished and great. If working slower is what allowed you to achieve those results, then don't rush yourself I think the buildings in the background of the last show could use some more variety, though. OrnateBaboon 1 Quote
Beck Posted July 26, 2014 Report Posted July 26, 2014 Played Piazza at work and overall consensus from the guys was that it was an enjoyable map! Liking the look of the new skybox area. Keep it up! OrnateBaboon 1 Quote
OrnateBaboon Posted July 26, 2014 Author Report Posted July 26, 2014 Thank for the comments guys. SirK - Yeah, some layout changes. The one text_fish suggested has gone in to make rotates quicker. Main thing I focused on with the second pass though is opening the map up visually, lowering a lot of the buildings to make smoking areas easier, removing all the reused buildings, and adding more call out spots. FMPONE - Agree about the buildings. When I move all the stuff into the 3d sky, I will add more variety in there, and will try and fog them out so they are less repetitious. Trees, cranes, mountains etc should help. Moving the further back might also be a good idea. Beck - Cheers! Quote
will2k Posted July 27, 2014 Report Posted July 27, 2014 Looking good Great job with the 2nd pass. OrnateBaboon 1 Quote
Radix Posted July 31, 2014 Report Posted July 31, 2014 Really looking forward to see this finished. This map is probably one of the most underrated gems you can find in the workshop. You should consider relaunching it, when it's done... Single, ashton93, Niller^.- and 1 other 4 Quote
Squad Posted August 1, 2014 Report Posted August 1, 2014 Great improvements! I like how you're not afraid of deleting large parts and then rebuild them almost from scratch Really looking forward to see this finished. This map is probably one of the most underrated gems you can find in the workshop. You should consider relaunching it, when it's done... I can only say this will most probably boost the map on the workshop a lot. I once accidently deleted Ali from the workshop so I relaunched it and it got an amazing boost. OrnateBaboon 1 Quote
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