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Posted (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 by Gattsu
  • 3 weeks later...
Posted (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.

 

76B3EA1F6E96A206A50A0B18856CD8F2A241147D

 

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 by Gattsu

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