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  • 4 months later...
Posted

Let me remove the dust from this thread. :v

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! :)

2015-10-13_00017.thumb.jpg.71146bdbf5b01

2015-10-13_00011.thumb.jpg.44370de891b5a

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Check out the blog for more details. http://exodus-devblog.blogspot.de/

 

 

Posted

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) ^^

Posted

Changes look good, but just a couple of things...

  1. Angle from A through in to long looks a bit OP.
  2. B short balcony has nasty angle through on to bombsite. Very strong after plant position.
  3. Orange dev fence around tree on A allows people to shoot through it, so the head peek still exists.

Mid feels much better :D

  • 2 weeks later...
Posted (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 by jackophant
Posted

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 :)

dglnFKO.jpg

Better? :D

Would you suggest another 10vs10 or jump directly to a 5vs5?

  • 1 month later...
  • 1 month later...

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