Vinneri Posted January 20, 2015 Report Share Posted January 20, 2015 Now I finally feel, that I should post this map here. There is still a lot of work with this. Biggest issue was main door to A. It was a massacre for T's and I have to do something to that. Also I'm not really ready with A site's overlay. Thanks for everybody joining the test! I have interesting problems to solve. Please give me feedback from the test, thanks! Here some pics: PS. Ladder OP Quote Link to comment Share on other sites More sharing options...
TheGuma Posted January 20, 2015 Report Share Posted January 20, 2015 It reminds me a LOT of Militia, but if you would compare both, yours looks like a mix between cartoon/realistic textures. I'm not saying I hate it or anything, I just think that the textures/models aren't seamless, and that you should just stick to default textures for a while. Hope you understand me. Quote Link to comment Share on other sites More sharing options...
Vaya Posted January 21, 2015 Report Share Posted January 21, 2015 My suggestion: - Move that A door. It was a nice experiment but it just doesn't work. Move out of Tspawn and get instantly knocked down to 40hp. - Simplify a little.you have lots of open space and deep corners that making clearing areas a chore. - The top of the map is way too angled. Farms are not built on grids; I think you need to lose some of the 90 degree corners (I've highlighted 2 as an example- this area is a bit too tight - but it really depends on how you want your map to flow) Thanks for the playtest! Vinneri 1 Quote Link to comment Share on other sites More sharing options...
Vinneri Posted January 21, 2015 Author Report Share Posted January 21, 2015 Nice ideas! I might use some of those for sure Quote Link to comment Share on other sites More sharing options...
Squad Posted January 21, 2015 Report Share Posted January 21, 2015 I agree with Vaya about the big door to A. It's no fun to get out of spawn zone and losing half your health without even seeing an enemy. Also, I'm not sure about the roof access. I think a lot of players weren't even aware that it was there (I only noticed it towards the end of the game) and I just think it would overcomplicate the map, since players should constantly be checking the roofs above them too. Other than that, it was pretty fun! Quote Link to comment Share on other sites More sharing options...
clankill3r Posted January 21, 2015 Report Share Posted January 21, 2015 Shadows look a bit dark to me. Maybe increase the bounces by one? Quote Link to comment Share on other sites More sharing options...
Vinneri Posted January 21, 2015 Author Report Share Posted January 21, 2015 I agree with Vaya about the big door to A. It's no fun to get out of spawn zone and losing half your health without even seeing an enemy. Also, I'm not sure about the roof access. I think a lot of players weren't even aware that it was there (I only noticed it towards the end of the game) and I just think it would overcomplicate the map, since players should constantly be checking the roofs above them too. Other than that, it was pretty fun! It was a bug and horrible one... Quote Link to comment Share on other sites More sharing options...
Black_Stormy Posted January 21, 2015 Report Share Posted January 21, 2015 The red walls on the barn are a bit too saturated for the art style I think - there's not much detail in the diffuse which, combined with the saturation, gives it a stylized look. Also the dirt texture you are using on the displacement looks scaled up too much, and is inappropriately pebbly. Try to get another, finer dirt texture in there and save the pebbly texture for detail spots like where the ground meets a wall or road. Quote Link to comment Share on other sites More sharing options...
Vinneri Posted January 22, 2015 Author Report Share Posted January 22, 2015 At the moment I'm focusing on gameplay, so aesthetic look is just secondary. After gameplay is solid, I'm going to make this as pretty as I can. Made some major adjustments on A, Red is new walls. I think this is going to work better now. What do you think? (From pic, hard to say I know) Vaya 1 Quote Link to comment Share on other sites More sharing options...
Vaya Posted January 23, 2015 Report Share Posted January 23, 2015 Looks to be improved. Get a playtest booked Quote Link to comment Share on other sites More sharing options...
Vinneri Posted January 26, 2015 Author Report Share Posted January 26, 2015 Hey guys! I'm almost ready for next playtest, but I would like to have you opinion. I may add one more wall between A and B, It's that red line. What do you think of it? Does it make CT's too hard to rotate to other site, or is it just perfect? I just noticed how this map really works.. Red path goes straight to A Blue path goes straight to B Gray path flanks from behind Green path flanks from front IMO that's insanely cool! I don't want to make any more 3-way maps (A, B and mid) Quote Link to comment Share on other sites More sharing options...
Vaya Posted January 26, 2015 Report Share Posted January 26, 2015 I vote red wall inplace- but maybe as a wallbangable spot to add a 'gimmick' to mid. Green is too powerful without that wall there. you would get two flank spots so CT would NEED to have 3 on A and no cover on mid. Quote Link to comment Share on other sites More sharing options...
Vinneri Posted January 27, 2015 Author Report Share Posted January 27, 2015 Thanks for playtest! If you have time please drop a feedback, thanks! Fast A route needs a bit more adjust. This time it was a bit too T sided Also I'm going to do something for A site wallbanging. Quote Link to comment Share on other sites More sharing options...
El_Exodus Posted January 27, 2015 Report Share Posted January 27, 2015 IMO, there were way too many hayballs on A. I just felt like on de_hayball there. Well, maybe i'm the only one^^ Quote Link to comment Share on other sites More sharing options...
Vinneri Posted January 28, 2015 Author Report Share Posted January 28, 2015 IMO, there were way too many hayballs on A. I just felt like on de_hayball there. Well, maybe i'm the only one^^ Any idea what to make there to replace some of them? Quote Link to comment Share on other sites More sharing options...
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