MaanMan Posted February 8, 2015 Report Posted February 8, 2015 (edited) De_Arches is a new map which KernalPanic and I are working on. The theme of the map like many others is the classic dust vibe. Any feed back would be great! http://steamcommunity.com/sharedfiles/filedetails/?id=377601770 Edited March 30, 2015 by MaanMan Vaya, 8bit, Squad and 1 other 4 Quote
text_fish Posted February 8, 2015 Report Posted February 8, 2015 (edited) Love the brushwork in the second image. Layout-wise it looks like there might be a few superfluous connectors in there. Case-in-point, the double-door hallway near t-spawn; that set-up works really well in D2 because both teams reach their side of it at about the same time so you get an interesting stand-off. In your map it will seldom see any combat because it's unlikely to get used in a rotation and if CT try to flank through it the T's will be long-gone. Of course without a version to run around in that's all conjecture! Edited February 8, 2015 by text_fish Quote
Metla Posted February 8, 2015 Report Posted February 8, 2015 Looking like a nice crossover of the classic Dust and Dust2 ;D Quote
8bit Posted February 10, 2015 Report Posted February 10, 2015 Workshop link is now working btw... http://steamcommunity.com/sharedfiles/filedetails/?id=377601770 Quote
MaanMan Posted March 29, 2015 Author Report Posted March 29, 2015 A lot has changed since the last update! After getting feedback to ditch the dust theme, we went through three theme before we found one that worked. Workshop link; http://steamcommunity.com/workshop/filedetails/?id=377601770 Direct download; https://drive.google.com/file/d/0ByfQlJU39fdKQTYxQmQ4ajBQSjg/view?usp=sharing And images of the map; http://imgur.com/a/f2QUg Parkcityfan 1 Quote
Parkcityfan Posted March 30, 2015 Report Posted March 30, 2015 Italy theme? It could work, it is just used a lot... Nice work on the new layout. Also still kinda dislike the name. Quote
Vaya Posted March 30, 2015 Report Posted March 30, 2015 I love the layout of this map. you might want to nerf the boost in mid though. There was one point I had like 3 people jump scouting at me MaanMan 1 Quote
Parkcityfan Posted March 30, 2015 Report Posted March 30, 2015 Actual feedback besides stupid stuff above. I love the theme actually, I think it works really well. Some more feedback. http://imgur.com/eexApC0 It doesn't really hinder gameplay it just feels weird. http://imgur.com/xHaYXuU This is needed for the angles, which I like, but I feel like it's just so much unused and empty space. http://imgur.com/D1NBeYX on B, this could maybe be opened up, (close off the second stair), for another place to hide for CT in B, which I think is something the bomb site is lacking. http://imgur.com/b1qF9Dl this would be the view from there, maybe raise that wall a little so it can't see the heads as they pass by. http://imgur.com/sh4g6Vb I know this is going to change, but still, change up the texture a little here. http://imgur.com/LCBjwev CT visibility is a huge issue here http://imgur.com/hGT0gDk This still works in terms of flashes, but it could be more streamlined. http://imgur.com/ZNMEZoh Why block this off? A little thing, maybe add a place for Ct's on long. MaanMan 1 Quote
MaanMan Posted March 30, 2015 Author Report Posted March 30, 2015 I love the layout of this map. you might want to nerf the boost in mid though. There was one point I had like 3 people jump scouting at me Happy to hear that, and yes the boost into mid is going to be nerfed. Actual feedback besides stupid stuff above. I love the theme actually, I think it works really well. Some more feedback. http://imgur.com/eexApC0 It doesn't really hinder gameplay it just feels weird. http://imgur.com/xHaYXuU This is needed for the angles, which I like, but I feel like it's just so much unused and empty space. http://imgur.com/D1NBeYX on B, this could maybe be opened up, (close off the second stair), for another place to hide for CT in B, which I think is something the bomb site is lacking. http://imgur.com/b1qF9Dl this would be the view from there, maybe raise that wall a little so it can't see the heads as they pass by. http://imgur.com/sh4g6Vb I know this is going to change, but still, change up the texture a little here. http://imgur.com/LCBjwev CT visibility is a huge issue here http://imgur.com/hGT0gDk This still works in terms of flashes, but it could be more streamlined. http://imgur.com/ZNMEZoh Why block this off? A little thing, maybe add a place for Ct's on long. Thanks for the feed back! Unfortunately the first link doesn't work. Also if anyone has suggestions for how to improve A long for Cts, I would love to hear them. Quote
jackophant Posted March 31, 2015 Report Posted March 31, 2015 (edited) Also if anyone has suggestions for how to improve A long for Cts, I would love to hear them.Right now, 1 smoke can cover the whole lane. Yes you have the arched bit on the side, but as was seen numerous times through the playtest, it's suicidal to try and push through as I saw multiple multi-man spray downs there.They can also hold very high angles from on top of the boxes (sometimes easy vision over the smoke) and can stand very flush with the box and be minimally exposed with very good vision. In the interest of balance and T entrances to the sites, I think long needs to be less CT OP, and more viable in T strats.Perhaps you could extend the raised bombsite area into long to give CTs that higher angle that doesn't involve standing on boxes, also maybe make the boxes that are visible from long a similar height to that of D2 where you can hide behind them standing up, but haven't got a massive height advantage when you jump on them. I would also slightly widen long so that if a smoke is placed centrally, there is a slight gap each side of it.Basically... just look at D2 long, except you have "crossover" and the bombsite in reverse order and "car" isn't really a viable position to play from in the maps current state. The boxes you have which would be fairly similar to barrels at the top of A ramp are a bit of a CT trap. It looks like a good position, but then you're instantly held down by fire, a lot of which can penetrate thick angles of that box.I think what makes long effective on D2 is the fact that it's wide enough for Ts to progress shoulder to shoulder, but each CT position is revealed bit by bit unless CTs jump out at you.I hope you can pick something useful out of that drivel... I'm finding it hard to describe, lol Edited February 22, 2016 by jackophant Squad and MaanMan 2 Quote
MaanMan Posted February 22, 2016 Author Report Posted February 22, 2016 I'm not very good at updating this thread but its time to playtest this beauty again! A lot has happened over the past year and I've tried many themes. While I could have published the map 3 or 4 times, I've redone the map because if a project is worth finishing, it is worth finishing right. I've also learned a lot from KernalPanic and Squad last year and hopefully, I'll learn more from RZL in the future. I hope to see you guys at the playtest this Thursday. Also I'll try to keep this thread updated a bit more.Here is the download for playtest version this week.https://www.dropbox.com/s/uun7ikuh66h6vec/de_arches_v3.bsp?dl=0 Bevster, Squad, Fnugz and 4 others 7 Quote
Michael Greenwood Posted February 22, 2016 Report Posted February 22, 2016 Do you have any new images? I really like the look of this! Logic and MaanMan 2 Quote
MaanMan Posted February 22, 2016 Author Report Posted February 22, 2016 Do you have any new images? I really like the look of this!I hope you're not looking for a detailed version of the map! I only have dev images to offer at the moment (yes, I know its been 1 year and I'm still using dev textures). http://imgur.com/a/AyEm5 jackophant and Vaya 2 Quote
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