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Posted (edited)

WORKSHOP LINK

Currently unnamed, (mainly because I am avoiding using Chateau for obvious reasons!).

Slightly late beginning however I have a number of ideas.

Aesthetics is based off this image:

tumblr_mz5gd1qxeY1ro7oi2o1_1280.jpg

Layout as it stands currently (in basic form):

Layout_V1.thumb.png.bfe0416e2e5bf01cc55c

This layout is extremely basic and some obvious flaws are already visible (routes to b and mid connector) these are being worked on!

 

 

Here are some WIP screenshots of in-game areas:

c6ae2fb8a5.jpg

b2f6d99c80.jpg

fa89b9d2c1.jpg

 

 

f5a598c6f4.jpg

4d515a15c0.jpg

Edited by Ridders
Posted

Brush work looks nice, layout looks rather simple. Instead of building corridors, build game-play areas throughout the level, thinking about how every piece of the level is played will allow for great game-play wherever you are on the level. This means that the map will play interestingly, because every area will have some kind of game-play and will allow for players to play it with different styles allowing for strategies to develop. Sorry for the rant about game-play. 

Moving on, one reference image seems like not so much to work from, unless you have hidden away. You might want to collect more castle references, maybe even screenshot a valve map with a similar theme.

Quick name suggestion: de_aegis.

 

Posted (edited)

 

Brush work looks nice, layout looks rather simple.

You might want to collect more castle references.

Thank you for the quick and detailed reply! 

The layout is pretty much basic as it comes at the moment, I'm currently working on molding the corridors into (as you put it) game-play areas. 

I have a bank of reference images for the aesthetics, I just thought that image helped to portray the style I was going for when coupled with the two in-game screenshots!

 

Edited by Ridders
Posted

Tonight I have made additions to the mid area:

Hidden Content

 

Your brushwork is really nice but I wouldnt start putting that much detail in until you got thorough feedback on mid. Otherwise you may have to re-do it if mid does not work. Hope to see more updates soon.

Posted

Your brushwork is really nice but I wouldnt start putting that much detail in until you got thorough feedback on mid. Otherwise you may have to re-do it if mid does not work. Hope to see more updates soon.

Thank you for your feedback!

It's always nice to know someone appreciates my brushwork!

I'm just kind of playing with ideas in my head at the moment, and with the way I work I end up having to detail things or they agitate me. I will try and tone down my OCD tomorrow! 

Posted

As of now, why would I go to A with only 2 paths, when I can go to B with 4 paths? And does the long way to B give me any sort of advantage considering that it's a longer path?

I think your layout needs a lot of work for this to be a well balanced map, and it also seems like there are some pretty long and open lines that probably aren't that good for performance or gameplay.

Posted

Thank you for your feedback!

It's always nice to know someone appreciates my brushwork!

I'm just kind of playing with ideas in my head at the moment, and with the way I work I end up having to detail things or they agitate me. I will try and tone down my OCD tomorrow! 

 

Be as OCD as you want xD but don't get carried away.

If you want I could help with he layout design. It may take like a day though.

 

Posted (edited)

As of now, why would I go to A with only 2 paths, when I can go to B with 4 paths? And does the long way to B give me any sort of advantage considering that it's a longer path?

I think your layout needs a lot of work for this to be a well balanced map, and it also seems like there are some pretty long and open lines that probably aren't that good for performance or gameplay.

I appreciate what you've said and I'm going to take it into account. I realize now that my layout looks pretty simple and boring to onlookers, however my intentions with it are simply to give me a basic route to that bombsite, and as i go over areas they will become less 'corridor-like' and more interesting! Hopefully you'll see this change over the next few days.

 

Edited by Ridders
Posted

If you want I could help with he layout design. It may take like a day though.

 

If you have any ideas feel free to merge them with that original layout image, I have some ideas of my own for some of the areas but as always fresh ideas can help!

Posted (edited)

Update to some of the layout today, and some additions around the map, take a look and if you have comments, they are appreciated!

 

 

 

castlemapcore_radar.thumb.jpg.2ad2993ce9

Edited by Ridders
Posted

Update to some of the layout today, and some additions around the map, take a look and if you have comments, they are appreciated!

 

 

 

castlemapcore_radar.thumb.jpg.2ad2993ce9

Looking a lot better than better what it started as. As soon as you put the workshop link in I will give you more detailed feedback! :)

Posted (edited)

This morning I have made suggested changes to the mid area after a small play test (adding other routes for CT to get to upper mid), and roughly art-passed CT spawn to give a feel for the style of the map. Pictures below:

6110a79770.jpg5dbb166486.jpg

Edited by Ridders

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