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Posted (edited)

We're back :D

(no code view so I can't remove all the sodding spoilers!)

Spoiler

Hey guys,

@MaanMan and myself are currently working together on our project Strada for the Reddit/Mapcore competition. I'll keep this post updated with our progress for each step of the way :)

de_strada_c7

Spoiler

de_strada_d2

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MOUFIVe.jpg

cy6ny5o.jpg

 


de_strada_d8

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40PGDkp.jpg

QXDrHFx.jpg

DE_STRADA_D8 ALBUM

This should hopefully be the last fully greybox version. From here on out it'll be minor gameplay updates and detailing!

Please leave as much feedback as you can muster, everything is useful and greatly appreciated!

Thanks guys :)

 


de_strada_e4

ultycKg.jpg

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DE_STRADA_E4 ALBUM


As you can see, detailing is well under way and things are taking form very quickly. We're experimenting with a more pinky/dusky lighting for the map and aim to have a custom skybox to better support it too.

Currently, MaanMan is tackling all the detailing while I texture behind him. I am also working on some custom textures and overlays for us, so look out for shitty packing and black textures soon :D

Edited by jackophant
We're back!
Posted

I love how simple it is. If Mirage and Dust 2 had a baby this would be it and my favorite maps are Dust 2 and Mirage. Only thing i don't like there are so many gay corners that CTs can abuse. I would have diagonal walls where they are so they are not so useful.

Posted

The 2 playtests were pretty good, even if the layout is very simple it was effective.
But I just think that the layout is a bit too generic, it could be applied to any kind of environment since it doesn't really use geometry aspects that are uniques to 1 environment. So, don't lock the layout too soon, be open-minded about it when you're gonna detail all this. I mean, if you want, it's just my opinion.

Posted

Right now it's fairly bare walls with a theme suggested at by props, and very limited architecture because we're really trying to nail gameplay. Are you suggesting we put more architecture into the map to set it's theme better?

Routes that are currently fairly squared off sections of ramps will be staggered stairs separated by displacements for example. We've had to expand the map a bit as the size became an issue with the 10v10, and no one likes easy flanking. Our battlefronts often took place right on the T side of a bombsite or even deeper into T territory than we would have liked.

Posted (edited)

 Our battlefronts often took place right on the T side of a bombsite or even deeper into T territory than we would have liked.

​Yes I agree the first contact points are off. delaying CTs by a second should fix it for both bombsites.

 

Edited by P1g3oN
  • 2 weeks later...
Posted (edited)

de_strada_d2 now live!

We're working on a few more changes, especially to mid, but this version has addressed a lot of the size and speed issues from before.

We won't be publicly playtesting this particular version, but it's not far from what will be.

PSA: Bell has been disabled :P

Shiny new B site:

ssx86kM.jpg

Edited by jackophant
  • 2 weeks later...

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