Gattsu Posted September 14, 2014 Report Posted September 14, 2014 (edited) This thread is for feedback (hopefully!). Took a while to adjust suggested gameplay changes and upload to workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=314253584 Overview: Screenshots: Edited September 15, 2014 by Gattsu Quote
Drakeee Posted September 15, 2014 Report Posted September 15, 2014 Any more screenshots? Overview? Quote
kscythe Posted September 15, 2014 Report Posted September 15, 2014 Looks good for now but we really need more screenshots! Quote
gotcha Posted September 15, 2014 Report Posted September 15, 2014 What is this white stuff on the ground? Quote
Gattsu Posted September 15, 2014 Author Report Posted September 15, 2014 (edited) Any more screenshots? Overview? Added and added. There were more on the steam workshop page, but I have added even more. Looks good for now but we really need more screenshots! Added What is this white stuff on the ground? This is a snow-based map. However I value visibility/gameplay more than anything and especially at this point. Therefore, this release is a gameplay release; this is the part where I cut routes and add others, completely remake areas and entire bombsites if feedback deems so. That's why your feedback is very important. The issue with snow however, is that using HDR will completely screw your map (make it extremely dark). I had to mix it with another material in order to get a 'dirty-snow' effect without comprimising visibility. The map is considerably blocky at this point, yes, for reasons stated above. I have tried to focus on simplicity, but diversity as well. The entire bombsites can be covered with 3 CT's. I have tried to limit (dare I say succesfully) the amount of cover available to force players into specific positions and not others. Nothing is final, timings are very tight. Usually if you see a prop or a geometry placed somewhere, it's for a reason and not decoration. Details and stuff will come later. I didn't want to write all this for such an incomplete map, but might as well while I have the time. There are 2 or 3 snow-specific textures in the SDK which makes it difficult for someone like me with very little knowledge about vmt files and design capabilities. Therefore, this map will look much more themed once I get the layout done. Same goes for custom models, as I don't rely on models heavily, I reuse them as little as possible and I try to use geometry in their place instead. Geometry has a far better job as far as clipping/hitbox goes. The map features lots of penetrable surfaces. This was made on purpose, to get back into the older-styled gameplay. If you know someone is behind a wall, you can usually wallbang it as much as you like. Many bombsite entrances have a single path, meaning they aren't all that useful if the main path is covered, thus reducing the need to cover all possible holes. Some routes are made very distant from each other in order to discourage players taking these when retaking a bombsite. I tried to resemble official maps in some aspects, so players can already feel familiarized with positioning. I have also created a wider gameplay diversity by providing distant, close range and stealthy combat, depending on the weapons used and the cover chosen to hide. While pathing is pretty simple, there are a few jumps you can make to reach very useful spots. Let me know how I can help you if anything. Edited September 15, 2014 by Gattsu Quote
Drakeee Posted September 16, 2014 Report Posted September 16, 2014 How do you make a surface penetrable for wallbangs? Or impenetrable? Quote
Drakeee Posted September 17, 2014 Report Posted September 17, 2014 I would just say the snow really doesn't fit in at all, looks interesting enough from the overhead Quote
E-Music Posted September 17, 2014 Report Posted September 17, 2014 (edited) The tiles in one of the screenshots look to thick. make em a bit thinner. Edited September 17, 2014 by E-Music Quote
Gattsu Posted October 7, 2014 Author Report Posted October 7, 2014 (edited) Hello children, this project is not dead and these few weeks were hard on me (an animal dear to me died, one of my parents has been to the emergency room several times and also wasteland 2). Anyhow! Today I bring you some good and bad news. The good news are is that I have started the map over again to clear up the middle. There have been a lot of changes, especially reducing the amount of chokepoints and the size of the playable areas. I can only give you a tiny preview at this point. The snow theme was replaced (at least for the time being) and the map is almost playable. The only issue is that I can't seem to connect to the mapcore PT server anymore (connection is timed out after 10 retries), so if anyone knows of any fix for that I would be really grateful (I have tried rebooting steam/CSGO/modem/router, changing IP, changing DNS and validating files already, my guess is it's an issue with my ISP). How do you make a surface penetrable for wallbangs? Or impenetrable? You can actually edit the .vmt files for each texture if you have the pacience. I personally opted for making thinner walls, that's all. Edited October 7, 2014 by Gattsu Vinneri 1 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.