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Posted (edited)

About the map: Orion is defusal map set in a high-tech testing facility located deep in the jungles of Southeast Asia. The facility is owned by the United Kingdom based ORION Corporation, and must be defended by local insurgents who feel that ORION has stepped too far into their homeland and is destroying the local ecosystem through rapid expansion and deforestation.  

 

FIRST PLAYTESTABLE VERSION DOWNLOADhttp://steamcommunity.com/sharedfiles/filedetails/?id=452705075&tscn=1433131523

 

Screenshots:

Mid:

80VnSss.jpg

A:

HeoP46r.jpg

The long route to B:

8Bqakqa.jpg

T Side Mid/B Split:

 Ix7HRz0.jpg

Overview:

vNhQ68O.jpg

 

As always, feedback is greatly encouraged and always appreciated. This map will continue to be heavily playtested and edited until the final deadline, and in its current state, it is in no way a finished product. Work first started around the middle of April, 2015.

Edited by VIOLATION
Posted

Nothing big but in the first screenshot, The metal shed with the stairs looks off. I don't think they would use metal for stairs like that. It would make more sense that they would use wood.

Posted

Nothing big but in the first screenshot, The metal shed with the stairs looks off. I don't think they would use metal for stairs like that. It would make more sense that they would use wood.

​I'd even say concrete.

Posted

I'm only commenting on the aesthetic, but it feels like two different maps at some points. I think if you're gonna go for that kind of contrast between high tech and overgrown, you should focus on blending them together more organically for future versions, because they really clash at the moment.

Also, I would scale back on the orange. I think it would work much better as a highlight than as one of your two main colors.

I think it's on the right track thematically, and it looks like a lot of fun to play. Good luck!

Posted (edited)

Workshop link has been updated with a multitude of changes I can't even begin to remember that I've done over the past week. Most likely going to look into submitting this for a playtesting night. Hopefully all is well with the workshop update and nothing broke, etc. As always any feedback is greatly appreciated. 

 

http://steamcommunity.com/sharedfiles/filedetails/?id=452705075

Edited by VIOLATION
Posted

This kinda reminds me of Drone from Black Ops 2 (yes I used to play CoD, please don't hate me). Will it have the same kind of automated doors? :D

Joking aside, this one looks really good. But isn't the A site a bit too tight?

Posted

This is a really nice map in terms of layout, however there is one small thing which got in the way whilst playing. The vine/creeper things on the walls sometimes got in the way whilst peeking. I think the map would benefit from cleaner, sharper corners.

Apart from that, a really great map!

Posted

A good amount of the things I've been working on:

 

trying out new lighting at CT Spawn using a lot more natural light. I think it makes it look a lot more, well, natural. And sunspots from the windows is always one of my favorite things to look at in any map.

SBmByyZ.jpg

Opposite view:

SxfcZDf.jpg

Added a crane to serve as another focal point/object for the A bomb site: 

dq66eQg.jpg

(The A sign up against the wall serves really well for lobbing nades into the area from Mid. Good for a flash before rushing the site from that connector)

 

Been working on setting up some decent cover for T's trying to take B from Long without letting vines/foliage hide them:

xOvhi2i.jpg

And lastly T spawn got just a bit more jungly:

SyQviGv.jpg

 

Although a lot of these changes will not be in the Mapcore Playtest of Orion for tomorrow, they've kept me busy and creative while I wait for tomorrow and the feedback the playtesting will bring. 

Posted (edited)

What are you parameters for the compilation of your lighting ? Your shadows looks weird imo.

Try that : -textureshadows -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file

xQoD265.jpg


About your interiors, I think you should try to find something else than crates and work more with your thematic...


Show us some high tech things for example (bomb site) ? 
In your story, you talk about deforestation, why not create a natural area where you'll see some logs with machines and a construction of something which is useful for the facility (bombe site) ?

Here are some example of where you can push your idea :

2RGB_color.jpg

> Idea for an interior

biosphere_oceanroof.jpg

> Idea for your hall

deforestation-en-afrique_940x705.jpg

> Idea with a more natural area where we can see why the terrorist try to stop this corporation


Well I let you check that ;)

Edited by El Moroes
Posted

Some thoughts from the play-test yesterday.

Overall the level felt cluttered with props. You could use the ivy more sparingly leaving it for certain buildings outside the engagement areas, for example:

REiWgoO.jpg

IBHuzY2.jpg

There were some visibility issues with mid concerning the dark grey textures:

evuYJnc.jpg

Mid also didn't really seem to play tactically (the play-test was 10v10 so take this with a grain of salt) CTs have this massive height advantage over Ts coupled with the many angles they can hold from makes mid really difficult to play as T. You could simplify mid to allow for better tactical play.

This angle in the mid to B connector seems OP, I didn't really have a chance to try this connector out due to the issues outlined above.

3H0WVvC.jpg

This is a visibility issue on B:

eEMa2Xl.jpg

It's nothing much up close but move right the way back to B main.

1jcpKyZ.jpg

Once inside B, it seems very un-smokeable with wide entrances and lots of windows, this means that holding this site could be an issue. The play-test didn't really show this but I think that's attributed to jackophant killing everyone.

Y1MJdOM.jpg

 

 

  • 2 weeks later...

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