Recki Posted June 2, 2015 Report Share Posted June 2, 2015 Any new updates? Quote Link to comment Share on other sites More sharing options...
El_Exodus Posted October 13, 2015 Author Report Share Posted October 13, 2015 Let me remove the dust from this thread. It's been a while since i stated, that i'm not longer supporting the idea of my map anymore. Things changed, new references have been searched/found and i'm working on it again. The map is no longer called de_township and will be named de_sirius from now on. Along with the name, the art style changed by 180°.I also started a blog about this map today, to cover my thoughts behind the changes on the map and to document the changes a bit more detailed. For now i just got up-to-date with the version in the blog. More in-depth blogs about gameplay things and more, will follow. I plan on reactivating the devcams again, as soon as i figured out, how to use them properly without bugs. I might need help with that, but we'll see.I want to get this map playtest ready within this or the next week to be able to change things depending on how it worked out. 'RZL, jackophant &more already helped me a lot in the last days, to modify the layout to it's current version. I really can't wait to see how it plays! Check out the blog for more details. http://exodus-devblog.blogspot.de/ Squad, Vaya, Fnugz and 3 others 6 Quote Link to comment Share on other sites More sharing options...
spaly Posted October 13, 2015 Report Share Posted October 13, 2015 Looks better and better, only thing that you should take care of are large uninteresting open areas... Just build some more cover, and cornors, and generally make the hallways shorter. I also would really like to hop into the map, why not just upload an Alpha version to the workshop for easy access (or a dropbox link containing the map) ^^ Looks better and better, only thing that you should take care of are large uninteresting open areas... Just build some more cover, and cornors, and generally make the hallways shorter. I also would really like to hop into the map, why not just upload an Alpha version to the workshop for easy access (or a dropbox link containing the map) ^^ Quote Link to comment Share on other sites More sharing options...
spaly Posted October 13, 2015 Report Share Posted October 13, 2015 You also asked for the devcam things, there is a nice little tutorial here https://www.reddit.com/r/csmapmakers/comments/33js70/used_makedevshots_parameter_for_neat_time_lapse/ ;) Quote Link to comment Share on other sites More sharing options...
El_Exodus Posted October 14, 2015 Author Report Share Posted October 14, 2015 (edited) Greybox now available in the Workshop if anyone wants to have a look at it http://steamcommunity.com/sharedfiles/filedetails/?id=535066567 Edited October 14, 2015 by El_Exodus jackophant, Squad, Vaya and 1 other 4 Quote Link to comment Share on other sites More sharing options...
jackophant Posted October 15, 2015 Report Share Posted October 15, 2015 Changes look good, but just a couple of things...Angle from A through in to long looks a bit OP.B short balcony has nasty angle through on to bombsite. Very strong after plant position.Orange dev fence around tree on A allows people to shoot through it, so the head peek still exists.Mid feels much better El_Exodus 1 Quote Link to comment Share on other sites More sharing options...
El_Exodus Posted October 15, 2015 Author Report Share Posted October 15, 2015 (edited) As i already told you, i worked on these things you pointed out. I hope the adjustments worked out. You can see some before/after screenshots here: http://exodus-devblog.blogspot.de/2015/10/small-adjustments.htmlDidn't update the Workshop version with the new tree area, yet.Edit: Workshop version now updated Edited October 15, 2015 by El_Exodus jackophant 1 Quote Link to comment Share on other sites More sharing options...
El_Exodus Posted October 15, 2015 Author Report Share Posted October 15, 2015 (edited) Thanks to all of the people who joined todays playtest. I'll analyze the feedback in the next few days and will make changes depending on it. If you want to add anything to the feedback, it's very appreciated Lots of work to do now.Edit: Feedback analysis: http://exodus-devblog.blogspot.de/2015/10/10vs10-mapcore-playtest-feedback.html Edited October 25, 2015 by El_Exodus Vaya 1 Quote Link to comment Share on other sites More sharing options...
El_Exodus Posted October 25, 2015 Author Report Share Posted October 25, 2015 Alright, it's been 10 days. I made a lot of changes which are covered in the most recent blog post if you are interested.http://exodus-devblog.blogspot.de/2015/10/layout-changes-after-10vs10-mapcore.htmlThe workshop version got also updated to the most recent version.http://steamcommunity.com/sharedfiles/filedetails/?id=535066567 Vaya, MaanMan and jackophant 3 Quote Link to comment Share on other sites More sharing options...
jackophant Posted October 26, 2015 Report Share Posted October 26, 2015 (edited) Changes look like that solve a lot of what was discussed, however, due to the crossover nature of the CT side of A entrances, I would very much highlight that the larger entrance is for A, and to not highlight the narrow upper route as an entrance in to prevent confusion.I look forward to the next playtest Edited October 26, 2015 by jackophant El_Exodus 1 Quote Link to comment Share on other sites More sharing options...
El_Exodus Posted October 26, 2015 Author Report Share Posted October 26, 2015 Changes look like that solve a lot of what was discussed, however, due to the crossover nature of the CT side of A entrances, I would very much highlight that the larger entrance is for A, and to not highlight the narrow upper route as an entrance in to prevent confusion.I look forward to the next playtest Better? Would you suggest another 10vs10 or jump directly to a 5vs5? Vaya and jackophant 2 Quote Link to comment Share on other sites More sharing options...
Vaya Posted October 26, 2015 Report Share Posted October 26, 2015 imo always 10vs10 first with a build just so you don't find something stupidly brokenORhave one of those local server run arounds. Bring @Fnuggi as he's like jesus of exploit finding. Smileytopin, catfood, Lizard and 7 others 10 Quote Link to comment Share on other sites More sharing options...
El_Exodus Posted December 1, 2015 Author Report Share Posted December 1, 2015 Not really big progress, but i'm trying to sort out, how i'm going to detail the non-playable areas of the map. So here are some dirty and poor displacements surrounding T-Spawn. Still like the screenshot :> Utopia, 'RZL, Squad and 5 others 8 Quote Link to comment Share on other sites More sharing options...
Recki Posted December 5, 2015 Report Share Posted December 5, 2015 Wow, looks amazing! El_Exodus 1 Quote Link to comment Share on other sites More sharing options...
El_Exodus Posted January 18, 2016 Author Report Share Posted January 18, 2016 Playtest soon™ Vaya and General Vivi 2 Quote Link to comment Share on other sites More sharing options...
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