SamCom Posted February 18, 2015 Report Posted February 18, 2015 (edited) A defuse map set at a snowy Arctic early warning radar station. Workshop Link Been running it with bots, but now I think I need the opinions of human players. Afraid it might be a little too easy for Ts to win currently, but again, can't really tell with bots. Detailing as I go, which I will probably regret. Try it out and let me know if anything jumps out as crazy, and if it is as T weighted as I suspect. I have made a clipping pass or two, so if there are any jumping out points I missed, let me know. Edited March 1, 2015 by SamCom Vaya, Minos, Smileytopin and 5 others 8 Quote
8bit Posted February 19, 2015 Report Posted February 19, 2015 Looking good but I gotta say that imo, a good artic station is the one covered with snow together with snow winds and icycles on roofs. Every crate/cover needs to have snow on them imo. Some reference pictures:http://trilliumarchitects.typepad.com/.a/6a0120a7b792f3970b0148c7941f1b970c-pihttp://a.abcnews.com/images/US/AP_snow6_ml_150216_3x2_1600.jpghttp://assets.inhabitat.com/wp-content/blogs.dir/1/files/2013/02/Boston-in-winter-537x387.jpg Quote
SamCom Posted February 19, 2015 Author Report Posted February 19, 2015 Looking good but I gotta say that imo, a good artic station is the one covered with snow together with snow winds and icycles on roofs. Every crate/cover needs to have snow on them imo. Thanks! I agree on more snow. Still very early on art, and if I want to go full out snow covered, will probably take a ton of custom assets, since the only snow assets I've seen are for cs_office, and they're sparse. B Bombsite is close to what I'm aiming for, art wise, but could always be more snow. Also, updated Workshop entry with changes: - Moved up CT spawns - Moved back T spawns - Added more cover to B site approaches, split main entry into low and high - Added large pillar in CT pit to break up low mid sightline. - Major changes to A site to reduce crazy sightlines: * Closed off drop T entry * Shrank bomb placement zone * Low mid now goes low and high onto new widened balcony - Crates, crates everywhere. Before of A: - Sightlines - too long and too many. CTs got tore up trying to retake. - Not enough cover. - Bottom retake path was a death trap, no option but to charge out. The fix: splitting the lower path so it could either go straight out, or up onto the widened balcony. Lots of cover. After: I feel like I might be asking for trouble with players being able to jump on the trailer and cover behind that wall, but they are sitting ducks if someone comes long. I do feel like A's a more interesting choice now. Vaya 1 Quote
ElectroSheep Posted February 19, 2015 Report Posted February 19, 2015 Ho I like some of your building. Do you have any references ? Quote
El Moroes Posted February 19, 2015 Report Posted February 19, 2015 It reminds me some cool multiplayer maps from CoD Black Ops. If you didn't, you can take a look on these maps, I'm sure you'll find some inspiration there (Grid or Array). Quote
8bit Posted February 19, 2015 Report Posted February 19, 2015 (edited) Tested your map just now and it seems ok, mid bit too crowded, I like B site (left of CT), A site bit too crowded, too much cover... Keep building on it, looking forward to see what you can do. Ah yeah, too many crates for my liking, like almost everywhere. Edited February 19, 2015 by 8bit Quote
SamCom Posted February 20, 2015 Author Report Posted February 20, 2015 Ho I like some of your building. Do you have any references ? Quite a few, have a folder built up of arctic and antarctic stuff, with military installations mixed in. Some highlights: And just spotted this one today, already looks like it's made of brushes : It reminds me some cool multiplayer maps from CoD Black Ops. If you didn't, you can take a look on these maps, I'm sure you'll find some inspiration there (Grid or Array). Funny you should mention that, I binged on Black Ops this weekend and took a bunch of screenshots, so it's definitely an inspiration source. Tested your map just now and it seems ok, mid bit too crowded, I like B site (left of CT), A site bit too crowded, too much cover... Keep building on it, looking forward to see what you can do. Ah yeah, too many crates for my liking, like almost everywhere. Thanks, good points. Going to try and uncrowd A, but a lot of that cover is blocking sightlines, at least that was the intention. Too many crates? But what about my time to crate score? But seriously, there are too many. They make for such nice Insta-Cover, even though I have to manually clip props since the AI pathing likes to pretend they're not there. I'll be going back and converting crates into more interesting props or adding architectual features to buildings that offer the same cover. 8bit and El Moroes 2 Quote
8bit Posted February 20, 2015 Report Posted February 20, 2015 (edited) Tested your map just now and it seems ok, mid bit too crowded, I like B site (left of CT), A site bit too crowded, too much cover... Keep building on it, looking forward to see what you can do. Ah yeah, too many crates for my liking, like almost everywhere. Thanks, good points. Going to try and uncrowd A, but a lot of that cover is blocking sightlines, at least that was the intention. Too many crates? But what about my time to crate score? But seriously, there are too many. They make for such nice Insta-Cover, even though I have to manually clip props since the AI pathing likes to pretend they're not there. I'll be going back and converting crates into more interesting props or adding architectual features to buildings that offer the same cover. Yeah, implementing cover into buildings is the way to go, it's 2015 for crying out loud! . I'd go as far as to say that only bombsites should have crates in them and the rest of the map should be detailed gloriousness Edited February 20, 2015 by 8bit Quote
SamCom Posted February 22, 2015 Author Report Posted February 22, 2015 Workshop file updated, mostly a pass on the visuals, mid gets a roof and some lights. 2d-chris 1 Quote
SamCom Posted February 24, 2015 Author Report Posted February 24, 2015 Updated the workshop file again, dev textures have been replaced, more visuals work. Kind of at a point where I'm just fiddling with it, so I signed up for the MapCore playtest, woo! Updated overhead: Vaya 1 Quote
SamCom Posted February 27, 2015 Author Report Posted February 27, 2015 Updated the workshop file: - Added new entry to A - Cover and arrangement in A adjusted - Replaced a number of crates with new features. - Number of smaller changes. Thanks to 8bit for the suggestions! Workshop Link Quote
8bit Posted February 27, 2015 Report Posted February 27, 2015 (edited) Hmm, I think you misinterpret what I meant over pm. The extra passage you added now sort of nullifies the original entrance. I'd add two closed doors at new passage, make them spammable and add something like in the pictures below instead (pictures 1 to 3). The door in picture 1 closest to T spawn, you could open up the interior to give T's more room to maneuver in. Opened up sort of like the interior in de_mirage, right before exiting palace @ A site. The 4th picture though, it might be too powerful for T's to give, a catwalk looking over A site. Edited February 27, 2015 by 8bit SamCom 1 Quote
SamCom Posted February 27, 2015 Author Report Posted February 27, 2015 Sorry, I should have been clearer, I hadn't had a chance to try exactly what you suggested, I understand that you were talking about that overhead catwalk, I wanted to try just reopening the passage I closed earlier and see how that played out. Thank you for the screenshots, that helps a lot, actually. I agree it's probably too open again, and I like the idea of adding a door so Ts can still run past and use the other route to A without CTs getting a free shot at them. I kind of like the balcony, you'd get sort of a sniper duel going with the CT sniper perch. I'll take another crack at it. Quote
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