Aerlynn Posted March 30, 2015 Report Posted March 30, 2015 (edited) Hi everyone! Tonight (31st of March) I will playtest de_Solitude on MapCore's fine playtesting service. Please gather 'round and provide feedback as I am eager to improve the map and my skills. No need to be shy! Theme: De_Solitude will be a map with a theme inspired by Canterbury, England, with the medieval-ish parts exaggerated a bit. But not like Cobblestone. It's also not going to be a map literally set in Canterbury but certain elements will be taken and used in de_Solitude-- for example the half-timbered houses. Just look at the images and hopefully they will clear things up ! Current Version: 18 Playtest: 28/04/15 A lot of changes have been made as well as some general improvements (I like to think), much feedback has been implemented thanks to you guys. In the images you can see a Radar v14 to v18 which might hint at what has been changed to the overall layout. Images here: http://imgur.com/a/PCmap (nice link, imgur) Download here: https://drive.google.com/file/d/0Bwjz6M7RDypQbXBUb2laNVE4OW8/view?usp=sharing ----OLD---- Current Version: 14 Playtest: 31/03/15 We'll be playtesting version 14. I up each time I do a somewhat large playtest with bots / friends, but I started with only 1 small part and expanded upon that. So feel free to look at this as version 1, as this is the first version to feature a packed radar and .nav etc! Images here: http://imgur.com/a/wD4wh Download here: https://drive.google.com/file/d/0Bwjz6M7RDypQVzdTVUFfbml5UkE/view?usp=sharing Edited April 27, 2015 by Aerlynn Squad, Smileytopin and El Moroes 3 Quote
Muffin Posted March 31, 2015 Report Posted March 31, 2015 "But not like cobblestone". Cobble isn't a bad map. It isn't good either . Quote
aeRoBYKER Posted March 31, 2015 Report Posted March 31, 2015 I'd love to download this map and run around it for a bit, the screenshots have left me wanting more! Quote
Aerlynn Posted March 31, 2015 Author Report Posted March 31, 2015 (edited) "But not like cobblestone". Cobble isn't a bad map. It isn't good either . I didn't mean the gameplay aspects of Cobblestone, but more the thematic elements-- my map isn't going to feature a Castle, but it will have that same medieval-ish feel. I'd love to download this map and run around it for a bit, the screenshots have left me wanting more! I believe this download link should work: https://drive.google.com/file/d/0Bwjz6M7RDypQVzdTVUFfbml5UkE/view?usp=sharing. Thanks for your interest, and good to hear! Edited March 31, 2015 by Aerlynn Quote
aeRoBYKER Posted March 31, 2015 Report Posted March 31, 2015 I had a really hard time finding errors within your map. Only errors I found were with clipping. The layout is really solid and so is the brushwork. Keep it up! http://imgur.com/a/GYFYz#0 Aerlynn 1 Quote
Aerlynn Posted March 31, 2015 Author Report Posted March 31, 2015 (edited) I had a really hard time finding errors within your map. Only errors I found were with clipping. The layout is really solid and so is the brushwork. Keep it up! http://imgur.com/a/GYFYz#0 Wow, thanks! That means a lot ! And yes, I am aware of some clipping issues, as well as 'lack of' issues-- it's possible to boost on some of the roofs too. But thanks for this particular one, (the first one)- I thought I fixed it. The reason it's there is because it's a bit overpowered if you could look down on the sewer entrance like that, but I guess I'll have to find a more logical solution to this problem than an invisible wall ^^ Edited March 31, 2015 by Aerlynn Quote
Demolitions Posted March 31, 2015 Report Posted March 31, 2015 The main thing i found during the play test is the rotation times. About 7 seconds for both ways. Thats a bit fast Quote
Aerlynn Posted April 27, 2015 Author Report Posted April 27, 2015 Update for coming playtest! A lot of changes have been made as well as some general improvements (I like to think), much feedback has been implemented thanks to you guys. In the images you can see a Radar v14 to v18 which might hint at what has been changed to the overall layout. Images here: http://imgur.com/a/PCmap (nice link, imgur) Download here: https://drive.google.com/file/d/0Bwjz6M7RDypQbXBUb2laNVE4OW8/view?usp=sharing Quote
text_fish Posted April 29, 2015 Report Posted April 29, 2015 Hi Aerlynn. That was a fun playtest last night! I'll reiterate my main point from the playtest, which is that I think you could do with removing the two paths through houses. At B (the one with the well, right?) you could preserve rotate times by opening up the gate around the side, or at least making it self-boostable both ways if you want it to be a bit of a slower option. This would also allow T's to attack the bombsite through the windows a bit easier, as at the moment a CT can sit in the house watching windows and this feels OP to me. At A I don't think you need to worry about removing a CT entrance as the barn door drop will essentially become a CT entrance once the T's have secured the site. If you wanted you could create some interesting nade opportunities over the top of the house to assist CT's in the retake. The only other issue I had was getting stuck on the archway at the bottom of the stairs to the sewers at B site. You either need to lift the arch higher or have a simpler square style doorframe. Aerlynn 1 Quote
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