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Posted

Feedback remains largely the same as my last post. I'd probably add the below though

 

  • Dodgy timings. T spawn needs to be further back. so the CTs have set up time.
  • We found a bullshit plant on A. you can plant in between 3-4 props at the back of site.
  • Props on B make gameplay annoying. remove/replace nitro boxes for example.
Posted

Vaya and I were talking about the map throughout the test so I know we agree on the state of the map.

 

I'd also like to emphasise the props have caused a lot of very bad sight lines at a lot of angles. You should really go over the map very carefully and look for them if you want the prop distribution you currently have.

 

I do like A bombsite, but I do think the building is unnecessary. CTs can also use the fence to peek into mid and use the green dumpster to counter boost. I think the site is already a hard chokepoint, so allowing CTs to gain that height/aggressive advantage seems unfair.

Posted

Hi guys!
I wrote down feedback from playtest.
@Vayva I didn't fix those issues you pointed out because I wanted to see what people will do with those and how to modify to good use.

In alpha4 I will fix timings, remake B site a little bit and of course remove access to roof on bombsite A.
I also noticed that Ct can easily kill through connector, T that are waiting for entry on A.

Posted

I also noticed that Ct can easily kill through connector, T that are waiting for entry on A.

 

Yes they can! I used that to fairly good effect. I think the problem with mid right now is that it's a no man's land. It is the lowest point on the map, and a lot of places look down into it making it very risky to use. Right now it favours CTs, but if you could give T a better hold on it, it wouldn't be such a problem.

Posted (edited)

I'm making heatmaps right now. There are very useful in this process.

~~EDIT~~

Ok, I'm done with fixing for today. I fixed almost everything that you pointed out. Timings are ok now. Moved T spawn a little bit backward and changed CT spawn so they now have faster route to bombsite A.
Bombsite A looks like this now:
CWMKgmg.jpg

 

I decided to delete all those pesky crates and add some new ones.
Regards!

Edited by LizardPL
Posted

It looks great but now you have even more clutter right on the choke! you really should remove  that scaffold as it's going to make A entries horrible. the damaged wall needs to be rebuilt in such a way it doesn't screw visibility too- something jack mentioned in the playtest.

 

Just now you have 1-way visibility advantaging the defenders. AND on top of that you've added some props with metal railing to block shots...

Posted (edited)

It looks great but now you have even more clutter right on the choke! you really should remove  that scaffold as it's going to make A entries horrible. the damaged wall needs to be rebuilt in such a way it doesn't screw visibility too- something jack mentioned in the playtest.

 

Just now you have 1-way visibility advantaging the defenders. AND on top of that you've added some props with metal railing to block shots...

What if I make this damaged wall bigger?

EDIT

Ok I made it a lot bigger and deleted scaffolding.

JbqHAHV.jpg

Edited by LizardPL
Posted

It's really about the size of the choke as any player that knows what they are doing will always stay close to the edges of the choke when peaking to minimize their hitbox

 

think about how the areas I've circled would affect the gameplay.

 

m7MEVlt.png

 

 

The issue is much more with head/torso height cover created with the brushwork than lower body stuff.

Posted

Yeah timings are better now.
Old timings:
TT-> A= 10 sec

CT-> A= 9 sec

TT-> B= 8 sec
CT-> B= 7 sec

B  -> A= 15 sec

 

New timings:
TT-> A= 10 sec

CT-> A= 6.5 sec

TT-> B= 10 sec
CT-> B= 7 sec

B  -> A= 15 sec

 

I just need to check for chokepoints now and tweak them again if needed.
 

  • 2 weeks later...
Posted

Hi guys. I have some new screens for you. Map is almost ready for testing. I decided to remake bombsite B because a lot of people complained about it and it can be clearly see on heatmaps that people don't like it very much. I will more screens later.

 

 

IAUXzCp.jpg

sr6HqvQ.jpg

Nx7fcch.jpg

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