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Posted (edited)

The above changes will be in now, thanks to the lovely Mapcore team.

 

Play test of map will be on the 5.05.2015

 

 

Look forward to seeing you there   :) .

Edited by AkatsukiUK
Posted

I have added the feedback from last night to my website.

 

Link here

 

Details all the main points you made and my intentions for the future of the level  :) .

 

I have a fix for the mysterious transparent doors, it was a material problem. So the doors have changed texture now. I will try to introduce as many of the changes as I can to the next update with the door fix in one patch. Likely be sometime next week.

 

Cheerio

Posted

Make sure to check out the textures from the new train (easily findable by searching for 'HR')

 

Look where people were complaining about readability (using the demo file) and use these textures to improve it. I think the metal_walls one will help quite a lot. :)

Posted (edited)

Going to concentrate on the game play feedback first, got my hands full with that in working out adding cover to B and balancing the windows looking into B and the one at A.

 

I realise I went a bit far blending on the texture front  :D . Still learning the texture libraries for Source. So much is...greeey, which you can get away with outdoors. 

Edited by AkatsukiUK
Posted (edited)

First lot of public server feedback has been implemented into the update today for level:

 

Visuals:

-Fixed A class bug with double doors allowing players to target enemies through them (changed material)

-Improved readability by defining each area better with unique textures while still retaining consistency.

-Increased lighting of shelves at A site.

Game play:

-Added some cover to B 

-Reduced the effectiveness of A/B site windows and made them slightly bigger so that players bodies are more exposed.

-Opened some doorways as some were too narrow in the main conflict zones.

-Deleted some interactive doors to improve flow.

-Removed collision volume of bucket in mid.

-Removed clip on window looking into A site (You can now throw the bomb through).

 

I have left the steam as it is in the tunnel for now. I know it will be a 50/50 on like/dislike but I think it gives the tunnel some personality and is a deterrent for snipers standing on the ramp. (I may make it a little smaller).

 

Let me know if you think things have improved  :) .

 

Level on Steam

 

(The next update will be a huge art pass again)

Edited by AkatsukiUK
Posted

Map moved into 3d thread here. 

 

Had a good break away from the map to think about things and as it is the map is good but not great yet. Making some substantial changes in the coming weeks to really bring the gameplay up to a solid stage, and to improve the art.

 

I have already added in the framework but it needs polishing. When this is ready I will get the level reserved for a second playtest  :) . The current workshop page will stay as it is, and when level eventually hits final release I will be resubmitting it on Steam.

 

Thanks and will keep you updated when I have something more to show.

Posted

Ok so I have been pretty busy on this for the last week and a bit.

I have added quite a bit more detail and variation to the whole map, with changes to the layout + extra cover to bombsite B based on the feedback from the last mapcore public test.

There is now a brand new Steam submission for the level to support this map moving forward.

 

(If you have subbed/rated/Favorited or added the previous version to a collection please do so again on the new version)

Thanks so much and links have been updated but here it is again here:

http://steamcommunity.com/sharedfiles/filedetails/?id=446927952

Posted (edited)

Going to be removing some of the door frames in office mid, but otherwise i'm not really sure i agree with you on this one sorry =/. I am always open to being proven wrong, so if you have the time to do it by all means I will have a look and see if some areas can be improved :).

 

Edited by AkatsukiUK
Posted

Sure. This is more in terms of overall visibility on entering areas than cover.  I'll try to show what I mean with screenshots.


There also seems to be a few redundant paths.

Posted

Map in for test this Sunday 31/05 :).

 

Lots of visual/gameplay balancing/layout changes implemented based on previous tests feedback a while back.

Might not be present this time for the test as I am having a birthday weekend hooray!

Posted

we did a playtest on this last night:

1. still very dark. I suggest you add more natural light (light_environment) locations to create a more dynamic and memorable look. Half the problems with this map are made due to the lack of memorable locations. Open up the side of the map with the sub hangers like the below and you'll get:

A) sick lighting
B) a visual difference for one side your map. aiding player naviagtion.

C) a chance to add further themeing- add a 3d skybox that adds detail to your map

Saint_Nazaire_submarine_base_mg_7840.jpg

 

2. Less paths/less clutter.

you currently have too many paths and most of them are redundant. Reduce the paths to what you need- on these paths reduce the amount of prop clutter.

you don't really need the kitchen for example. you could have stuff like this as a non-playable space (window or two looking in). On the flip side you could have the kitchen at the only path through and block off remove the outside corridor. you really don't need both though. The map is a bit maze-y due to the abundance of routes.

 

 

Posted (edited)

Nice ideas Vaya thanks. I was thinking the same for the CT spawn in terms of the image you linked, but started to think it was getting too busy on the eye.

Truth be told I am feeling quite worn out at the moment. Recently finished a prototype of a game I was making and went straight onto this, so candle has been burnt at both ends, all the while trying to get work.

Will work on the last polish after a much needed break from hammer and add your suggestions.

Edited by AkatsukiUK

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