Vaya Posted April 24, 2015 Report Posted April 24, 2015 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. Quote
jackophant Posted April 24, 2015 Report Posted April 24, 2015 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. Quote
Lizard Posted April 24, 2015 Author Report Posted April 24, 2015 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. Quote
jackophant Posted April 24, 2015 Report Posted April 24, 2015 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. Quote
Lizard Posted April 24, 2015 Author Report Posted April 24, 2015 (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: I decided to delete all those pesky crates and add some new ones. Regards! Edited April 24, 2015 by LizardPL Quote
Vaya Posted April 25, 2015 Report Posted April 25, 2015 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... Quote
Lizard Posted April 25, 2015 Author Report Posted April 25, 2015 (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. Edited April 25, 2015 by LizardPL Quote
Vaya Posted April 25, 2015 Report Posted April 25, 2015 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. The issue is much more with head/torso height cover created with the brushwork than lower body stuff. Quote
Bodd Jonar Posted April 25, 2015 Report Posted April 25, 2015 That brick that floats in the air in the middle there really needs to go! Otherwise I really like the width of the hole. Quote
Lizard Posted April 25, 2015 Author Report Posted April 25, 2015 Ok I came up with something like this: DooM and Vaya 2 Quote
Vaya Posted April 25, 2015 Report Posted April 25, 2015 Looks much better imo. Have you fixed the timings? Quote
Lizard Posted April 25, 2015 Author Report Posted April 25, 2015 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. Vaya 1 Quote
DooM Posted April 25, 2015 Report Posted April 25, 2015 Ok I came up with something like this: [images-snipped] I still don't really like that barbed wire on the concrete barriers, I feel it could reduce visibility maybe. jackophant 1 Quote
Lizard Posted May 5, 2015 Author Report Posted May 5, 2015 Some new screens! Radix, Vaya, Smileytopin and 8 others 11 Quote
Lizard Posted May 13, 2015 Author Report Posted May 13, 2015 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. 1488 1 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.