Klems Posted May 19, 2015 Report Posted May 19, 2015 (edited) I don't see any differences to be honest, it's not like you changed the time of the day or setting or something like that. You're going to need more than that if you want to fix your color palette. You can use post-processing for such small changes anyway I prefer the last two screens, brighter is better. I'd use small constant lights to simulate radiosity if it's getting too dark in some places. Edited May 19, 2015 by Klems Quote
Lizard Posted May 20, 2015 Author Report Posted May 20, 2015 (edited) Thank You for your opinions. I will post workshop link to _beta1 probably today. This is what I got for now: Hope you guys like it ! Edited May 20, 2015 by LizardPL Vaya, Fnugz, FMPONE and 10 others 13 Quote
Lizard Posted May 23, 2015 Author Report Posted May 23, 2015 (edited) Finally after 2 days of fighting with it.I present you de_cargo_b1 !Hope you guys like it. Pls report any bugs and glitches. If RLZ accept my submit we will be testing it on 26.05 . Workshop link:http://steamcommunity.com/sharedfiles/filedetails/?id=447345869 Edited May 23, 2015 by LizardPL 1488 1 Quote
Vaya Posted May 23, 2015 Report Posted May 23, 2015 It's very pretty but I think it's way too 'boostable' at the momentAlso any unclimbable ladders- make it so it's very clear you can't climb them. Lizard 1 Quote
DooM Posted May 23, 2015 Report Posted May 23, 2015 (edited) Just some quick feedback:You should put some wood over this ladder to make sure people know they can't climb it.This door could be overlooked, it seems hidden behind that signal box. (There's also a newer version of this prop you might want to check out)There's this horrible angle in A, which is OP for CTs.This small area seems difficult to check, as well as being difficult to read due to the amount of clutter in that area.A small complaint, this bucket is solid and you can get stuck on it really easily.This angle from the inside of A, could be an issue late round for if Ts want to rotate through mid, CTs can play this angle and cut off the rotate very quickly.Ts have this angle into mid, which seems a little broken seen as though you can't see the window prop.B site seems really open when trying to plant, with the large fuel tank for cover, but you can still be shot from CT main (2nd image) which is where CTs will likely rotate to first.This large roof near B site also seems to not be no-drawed? I'd probably no-draw this for optimisation sake.This boost on A seems to undermine the whole of A main, it could allow for Ts to be picked off while setting up smokes and allow for CT to play aggressive easier.This area also has a horrible head-peek too.Mid has a head-peek as well, which could be a problem if T want mid control.Map looks really good and is way better than the older version. Edited May 23, 2015 by DooM Smileytopin, ESToomere, Vaya and 1 other 4 Quote
Lizard Posted May 23, 2015 Author Report Posted May 23, 2015 Thank You for your feedback. I will take notes and fix everything after first playtesting to avoid version problems DooM 1 Quote
Vaya Posted May 23, 2015 Report Posted May 23, 2015 dude you should really do it before so the same points aren't reiterated. I always post and fix my map before a playtest to get the easy/obvious issues out of the way. DooM 1 Quote
Lizard Posted May 23, 2015 Author Report Posted May 23, 2015 I don't like to work this way. There could be situation where 10 out of 11 players like something about the map that one player disliked. I'm not talking about some obvious things like those ladders or visibility issues. You have my words that everything will be fixed in next version. I want to take some break before next version. Quote
Vaya Posted May 23, 2015 Report Posted May 23, 2015 okay, it's your workflow looking forward to the playtest Quote
Lizard Posted May 26, 2015 Author Report Posted May 26, 2015 (edited) Hi guys !Thank to you I was able to track down a lot of issues. I decided to fix those before playtesting today. However there are few ones that I'm fully aware (and sorry)The truck on B is fully clipped. I used bombblock texture to block bomb for going under the truck. It turns out that this texture block bullets, nades and also a player (love you Valve).Also I made a stupid decision clipping door frames so players can't jump on it. This is the result:Also those crates are not clipped:I'm not aware of any other issues at the moment so please take screens while playtesting and report them via mapcore plugin.Here is link to _b2 :https://www.dropbox.com/s/etkp03bvvetu42f/de_cargo_b2.bsp?dl=0 Edited May 26, 2015 by LizardPL Quote
Lizard Posted May 27, 2015 Author Report Posted May 27, 2015 Thank You guys for last playtest.I currently working on fixing little things and trying to implement your ideas.This is what I have for now:http://imgur.com/a/UxeFF Squad and Mark C. 2 Quote
DooM Posted May 27, 2015 Report Posted May 27, 2015 *Some text*On that last image, what exactly have you done, did you remove the jumpy wall thing? Quote
Lizard Posted May 27, 2015 Author Report Posted May 27, 2015 (edited) On that last image, what exactly have you done, did you remove the jumpy wall thing?You can't just solo jump there. You need a buddy to boost you and also downed the fence. Edited May 27, 2015 by LizardPL Radu and DooM 2 Quote
DooM Posted May 27, 2015 Report Posted May 27, 2015 *text*Also regarding this area, I was in ts with Jackophant and we decided that A was way to difficult for Ts to take, and that Ts should have another entrance to the bombsite.I suggested this. I don't know if it would work, but it could be interesting.You could cut off this garage making it a little smaller.And add a route here: Lizard 1 Quote
Lizard Posted May 28, 2015 Author Report Posted May 28, 2015 I made some changes today. blackdog and Radu 2 Quote
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