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Posted (edited)
On 6/22/2015 at 4:30 PM, blackdog said:

It's looking pretty, but without player reference seems a bit cramped. The abyss is "can't see shit captain" type of area. On steam I only see the minimap

You can't actually go into the abyss, it's just a setpiece. You can jump in tho. (and get killed by a 400 dmg trigger hurt)

Here's the closest i've got to a minimap and some hammer view player references.

Spoiler

oqxW72c.jpg6pu5uP0.pngOgV6X3L.pngz5hDyTU.png

YH8Zb5E.png

 

Edited by jd40
Posted (edited)

wow, yeah I'd probably stop detailing and get that greyboxed area tested asap. It looks like a labyrinth and the flank will be too strong to be fun.

Which flank do you mean? the overview really doesn't show much. It looks like a labyrinth because it's on multiple levels. I've been holding off detailing that area because it feels off, especially that window. The playtesters liked the window tho. I'm conflicted if I should just remove the whole B window area. It certanly gives Ts more options.

sEeVBup.jpg

 

Edited by Symix
Posted (edited)

Mostly been working on the layout lately. Here's the current one.

NVk3IxA.png

This is a quick picture just showing how those catwalks near B look like

p0VodGr.jpg

 

 

 

Edited by Symix
Posted

Mostly been working on the layout lately. Here's the current one.

NVk3IxA.png

That looks pretty complex, It might be just the format of the overview/image however. I'd have to have a run around in game to fully check the complexity.

Posted

Very good work is you've invested many hours of work, the only thing I see in the overview is that routes are complex, anything that can not be solved and the bomb site has many entrances making it a bit complex the protect or defend, even so it looks good

Posted

Some thoughts:

This whole mid upper/secondary attacking route to B is a little complex, I think you could achieve some more interesting game-play if the upper area was removed. Instead the entrance could be at the same level as the secondary route. The ladder to the secondary route could be removed meaning that Ts have to gain control of mid rather than just dropping down the ladder and attacking B easily.

xLdqv92.jpg

Following on from above, this area could also be removed. The between site rotate times are massive (around 20 secs, 15 is good, but It can be shorter depending on how you want the map to play.) Removing this area would compact the map, allowing for some faster rotate times, and game-play would not really be affected as CTs could play aggressively in the connector rather than on the upper area. Also this from mid makes the connector to B pretty redundant, because you can just flank B through the main CT entrance  rather than using the connector

iqtQCqC.jpg

You can run on the little lattice thing, It allows you to get to the little raised section outside B, I think you could just add some boxes to allow Ts to get up their, something like the outside of A on mirage, allowing Ts to defend B main from aggressive CTs

XOzheyy.jpg

I think B might have too much cover, you could remove the AC unit thing on the right and move the one on the left over to where the removed unit was located.

CGsTv8u.jpg

The A bombsite seems strange for CTs because if they want to play in the bombsite, they are trapped. This doesn't facilitate easy rotates, you either stay on the upper level and give Ts the A bombsite or you drop down and gamble on a risky rotate through A main into mid, where you could be killed by a lurking T. I think you should be able to rotate more easily off A, like Cache for example.

h4YJMea.jpg

0mwVItU.jpg

There's this nasty angle from CT spawn to the outside of B which could be abused if Ts push the Ct side of B

7PcR2Fc.png

Visually T spawn is quite difficult to negotiate, I don't really gravitate towards a certain entrance as they seem to blend into the building's exterior. 

FsWThkK.jpg

The new Season's T spawn is a great example of colour and lighting used to guide the player to entrances and attacking routes, maybe check this out for some ideas.

3kilksphillip has a great video analysis: https://www.youtube.com/watch?v=i2Wh2w33ALE

This article is really good at explaining lighting: http://www.worldofleveldesign.com/categories/wold-members-tutorials/magnar_jenssen/functional-lighting-magnar-jenssen.php

 

Posted

Some thoughts:

Hidden Content

Thanks, I've been working on this map on and off for a long time, forgetting half the changes I made and the reasoning behind them. so it's nice to have some refreshing perspective. I've decided to completely scrap A and remake it. This makes it the third or fourth time I did this. I tried to move it as close to B as possible.Hopefully making the rotate time better. I'll also have to adjust the spawns for timings.

Here's what I've decided to do with B-mid. Remove both connectors, raise it all to upper level, B entry on catwalk(not sure), block off CT/mid.

A lot of this will probably change once I see the angles in hammer but here's a rough mockup.

c61nXAU.png

 

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