Ridders Posted July 17, 2015 Report Posted July 17, 2015 (edited) WORKSHOP LINKCurrently 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:Layout as it stands currently (in basic form):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: Edited July 21, 2015 by Ridders Vorontsov 1 Quote
DooM Posted July 17, 2015 Report Posted July 17, 2015 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. Vaya and Ridders 2 Quote
Ridders Posted July 17, 2015 Author Report Posted July 17, 2015 (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 July 17, 2015 by Ridders DooM 1 Quote
Ridders Posted July 17, 2015 Author Report Posted July 17, 2015 (edited) Tonight I have made additions to the mid area, pictures below : Edited July 17, 2015 by Ridders DooM 1 Quote
Panda Posted July 17, 2015 Report Posted July 17, 2015 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. Ridders 1 Quote
Ridders Posted July 17, 2015 Author Report Posted July 17, 2015 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! Panda 1 Quote
st0lve Posted July 18, 2015 Report Posted July 18, 2015 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. Ridders 1 Quote
Panda Posted July 18, 2015 Report Posted July 18, 2015 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. Ridders 1 Quote
Ridders Posted July 18, 2015 Author Report Posted July 18, 2015 (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 July 18, 2015 by Ridders Quote
Ridders Posted July 18, 2015 Author Report Posted July 18, 2015 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! Quote
Ridders Posted July 18, 2015 Author Report Posted July 18, 2015 This morning I have made started working on A site and CT side mid, pictures below : Quote
Ridders Posted July 19, 2015 Author Report Posted July 19, 2015 (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! Edited July 19, 2015 by Ridders Quote
Panda Posted July 19, 2015 Report Posted July 19, 2015 Update to some of the layout today, and some additions around the map, take a look and if you have comments, they are appreciated! 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! Quote
Ridders Posted July 20, 2015 Author Report Posted July 20, 2015 (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: Edited July 20, 2015 by Ridders Quote
jackophant Posted July 20, 2015 Report Posted July 20, 2015 You really don't need the big red font. The work looks nice, but unless you're playtesting it, you're just creating more work for you to come back to.What are you doing about optimisation? Quote
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