RaVaGe Posted September 13, 2015 Report Posted September 13, 2015 2 is by far the best but you should have way more contrast. General Vivi, OrnateBaboon, clankill3r and 6 others 9
Bodd Jonar Posted September 13, 2015 Report Posted September 13, 2015 https://facepunch.com/showthread.php?t=1363856Thanks, will give credit.
DooM Posted September 13, 2015 Report Posted September 13, 2015 Thanks, will give credit. I didn't make these fyi, I know they're pretty good though. OrnateBaboon 1
Bodd Jonar Posted September 13, 2015 Report Posted September 13, 2015 I didn't make these fyi, I know they're pretty good though.Will give credit to mr. Chop DooM, Lizard and OrnateBaboon 3
OrnateBaboon Posted September 15, 2015 Author Report Posted September 15, 2015 Again, big thanks for the feedback! RaVaGe - great you posted that, since it became clear much more colour and contrast was needed. I went for the third one though, since the sky and light matched more - so tweaked it to try and look more like moonlight. Added more colour and contrast. The map is really dark in the areas with shadow, so will have to find a way to get lights on the surfaces, especially higher up.I was wondering if I should light up some of the castle windows, but then thought maybe it would look a bit out of place in areas where it is not possible to do so. Will do some tests. [N]awbie, Bodd Jonar, Vilham and 5 others 8
General Vivi Posted September 29, 2015 Report Posted September 29, 2015 I've placed some comments on these screenshots. http://steamcommunity.com/sharedfiles/filedetails/?id=527088993http://steamcommunity.com/sharedfiles/filedetails/?id=527089136http://steamcommunity.com/sharedfiles/filedetails/?id=527089219http://steamcommunity.com/sharedfiles/filedetails/?id=527089410 OrnateBaboon 1
Andre Valera Posted October 2, 2015 Report Posted October 2, 2015 Surprised you'd hold back such a serious update until after the contest is over.I think the overall map is solid, and any feedback I'm providing are ideas you could consider in a future update (or not!).From playing this map casually it was a lot of fun, each route takes you on a journey. Can't speak personally for the competitive side of this map though after the latest update I think you've tightened up a lot of detailed areas and I'm sure future feedback will improve Coast regardless.From a players perspective I think the B site has enough cover to compensate for any space you remove from A considering you're simply removing an angle both CT's and T's can easily take advantage of.You could add wooden pillars underneath some squeaky wooden planks? Or maybe wooden pillars that have metal supports holding a detailed metal grate brush vs. the current 2004 metal grate texture. The grassy area behind behind the grate seems unused so pulling the fence up? (just thoughts)Okay now onto just simply visuals, and these are just personal preferences and ideas to think about (maybe even for the next project)Inviting players into an area, personally I think sewers work though would somehow increasing the value of the area buy labeling it wine cellar vs a sewer.Sounds really strange but green doesn't seem inviting, and for some reason I can't stop thinking fighting in a wine cellar would be more pleasing than being in a sewer. Warmer colors?You've got real estate to work with to give this area some serious allure.Going back through CT spawn to A and possibly seeing a city in the backdrop (seen at the docks in CT spawn)A coast helicopter instead of a boat?This is what the T's first see on their way to B, expanding on the theme gives this map some added originality (would probably also push mappers to create unique and detailed 3D skyboxes.Again this map has an amazing 3D skybox already, the theory behind this idea is to cover any empty space.APC on the bridge did a hell of a parking job, wouldn't think it's the most strategic spot to park but adding a road leading to the bridge? adds another layer over the current composition Great design, a lot of fun and I'm looking forward to having to win 32 rounds competitively during the next Operation \ : P Fingers crossed X X Vaya, OrnateBaboon, VIOLATION and 1 other 4
Vaya Posted October 2, 2015 Report Posted October 2, 2015 The update posted just after the deadline has improved the gameplay layout exponentially. I really want to see this in the game, night setting be damned RivFader 1
jackophant Posted October 2, 2015 Report Posted October 2, 2015 That's it! I've not been able to put my finger on it was until now, but Andre made me realise. It's the pale greeny lighting in places. It's been visually jarring me, but I couldn't work it out, especially the use of lights in the middle of the day.Maybe this needs the technique plubo documented in his articles, the "ambient lighting boost". OrnateBaboon 1
blackdog Posted October 4, 2015 Report Posted October 4, 2015 Congratulations on the placement in the contest, although I was hoping that as the most visually appealing map this would come up on top.Im sure that with the final polish this will end up in an operation :) OrnateBaboon 1
OrnateBaboon Posted October 6, 2015 Author Report Posted October 6, 2015 (edited) Thanks for comments, encouragement and feedback!Been fixing some of the bugs people have mentioned, as well as addressing some of the crits that Andre posted. The 2004 grate texture was too much! Also added some more mountains to fill the emptier areas of the skybox so that the route to B has a bit more going on in the distance. Edited October 7, 2015 by OrnateBaboon Andre Valera, jackophant, VIOLATION and 9 others 12
Veeblur Posted October 21, 2015 Report Posted October 21, 2015 (edited) Nice map. Have not played it competitively. Feedback that I can give:Would love to see a wooden door replace squeaky. Also, the stairs on the interior side of squeaky make peeking the doorway a little weird. Not sure if people are supposed to peek there, but if they are.Coming from CT spawn, there is an "A" with arrows pointing opposite directions. The arrow on the right points to mid though.It may be due to the thorough detailing elsewhere, but there are a few key spots where the floors look a little flat despite the nice texturing. A few carefully placed props/decals could make these floors pop more: http://imgur.com/a/k1iPVYou've invested heavily in laying down your clip, but I would do a serious pass on out-of-map bomb tossing when it comes time to nail that down. Don't forget!The double arrows below are accurate but probably unnecessary just a few steps away from the site. The repeating arches next to the "A" could use small detail to break the pattern.Keep it up! Edited October 21, 2015 by Veeblur Smileytopin and OrnateBaboon 2
ProvokingPerch Posted November 1, 2015 Report Posted November 1, 2015 Is there any servers with this map in the rotor?
Bodd Jonar Posted November 13, 2015 Report Posted November 13, 2015 Am I late to the party? Was there a winning map or something? This map made it to the top 4, the contest ended after that?
Breadbird Posted November 13, 2015 Report Posted November 13, 2015 Am I late to the party? Was there a winning map or something? This map made it to the top 4, the contest ended after that? Yes, the contest has ended. https://www.mapcore.org/articles/special-events/congratulations-to-our-finalists-and-grand-prize-winner-de_empire-r70/
Recommended Posts