text_fish Posted April 14, 2015 Report Posted April 14, 2015 Tonight's playtest was really fun, this is one of the best new layouts I've played for a while. Timings and scale are pretty much spot on. Mid has a great sense of progression. I guess the only negative is as somebody said ingame (I think maybe Tomm?) bombsite A possibly has a few too many angles, but this wasn't game-breaking. When it comes to the final art passes, be careful not to go overboard on the chain-link enclosures (at least where they're looked upon from long sight-lines) as these often camouflage player models pretty badly. I only mention it because a couple of times I had trouble spotting people against at least one of these (just off the first left-hand branch of Mid if you're coming at it from T side). swst.turn 1 Quote
swst.turn Posted July 23, 2015 Author Report Posted July 23, 2015 (edited) Sup, big gameplay and architectural update. Checkout it Workshop linkSome screens here: Edited July 23, 2015 by swst.turn jackophant and 1488 2 Quote
swst.turn Posted July 28, 2015 Author Report Posted July 28, 2015 (edited) Sup. Changes I made after playtest feedback (trying to reduce CT advantage):Removed A site CT heavenAdded little shed to exit from T heaven (to fix overpowered CT line of sight in this place)Removed gay corner in T apsAdded crate to Middle -> A connector (changed sight from connector to site and remove cover for CT)Removed CT cover in end of B shortDelete T end of A long (it's unusable at all)Current layout:A site in current state:If you have thought or suggestions about layout i will be glad to hear it!Cheater on playtest! Edited July 28, 2015 by swst.turn Quote
Vaya Posted July 28, 2015 Report Posted July 28, 2015 not sure if I meantioned it in the playtest but I think the CTs should have no access to heaven from A. It should at least be a semi-difficult jump. DooM 1 Quote
swst.turn Posted July 28, 2015 Author Report Posted July 28, 2015 not sure if I meantioned it in the playtest but I think the CTs should have no access to heaven from A. It should at least be a semi-difficult jump.In first appearance of aps way there is no access from CT side, but then I thought about situation like 1 v 1, bomb dropped in aps, and last T is in A main/site. So its very hard decision to make for me. Quote
DooM Posted July 28, 2015 Report Posted July 28, 2015 In first appearance of aps way there is no access from CT side, but then I thought about situation like 1 v 1, bomb dropped in aps, and last T is in A main/site. So its very hard decision to make for me. You could leave the ct access there for the reason you stated but make the corridor leading to the heaven area more viable for Ts to win an engagement if CTs do play aggressively (like B apps on mirage). Vaya 1 Quote
Vaya Posted July 28, 2015 Report Posted July 28, 2015 yes you need to nerf @'RZL on this map who pushed apps and killed like 40 of us every round. Fnugz, DooM and jackophant 3 Quote
swst.turn Posted July 30, 2015 Author Report Posted July 30, 2015 (edited) Sup again. So I reworked T aps and also changed A site a little bit.New layout:In-game look:T side view from aps:CT view to aps:Aps exit overview:View from CT to site: Also I made this scheme with best spawn points timings: Edited July 30, 2015 by swst.turn Psyrius, Vaya and Parkcityfan 3 Quote
swst.turn Posted July 31, 2015 Author Report Posted July 31, 2015 Sup. Updated version on workshop now: link Quote
Bodd Jonar Posted July 31, 2015 Report Posted July 31, 2015 Wow, it really has changed since the beginning, and your minimap is so good looking I wanna date it and nail it. Quote
swst.turn Posted August 1, 2015 Author Report Posted August 1, 2015 Wow, it really has changed since the beginning, and your minimap is so good looking I wanna date it and nail it. Main ideas I was following with changes was:Make T rotations faster and safer (reducing map size, moving T mid -> B connector)Make mid more interesting to play (T boost, B short CT box cover)Make A site easier to take (add A aps route)Add more nade spots (B tunnel gate spot, main B window)Remove big sight line in CT spawn (one of old updates)Make T route to A widerCrappy old gif of map evolution And please be polite with my radar Quote
swst.turn Posted October 28, 2015 Author Report Posted October 28, 2015 (edited) Sup. I'm back with new update. As usual, updated layout:Some screenshots:A SITE OVERVIEW:CT MIDDLE VIEW:T MIDDLE VIEW:B SITE OVERVIEW:B SITE T ENTRANCE VIEW: Edited October 28, 2015 by swst.turn Quote
Quotingmc Posted October 28, 2015 Report Posted October 28, 2015 Sup. I'm back with new update. As usual, updated layout:Some screenshots:Hidden ContentThe sickly green glow has infected your map! Quickly rid it of said ailment and fix that lighting! Otherwise looks good :P UnknownPredator 1 Quote
swst.turn Posted October 29, 2015 Author Report Posted October 29, 2015 The sickly green glow has infected your map! Quickly rid it of said ailment and fix that lighting! Otherwise looks good That's was weird Fixed it. Quote
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