jackophant Posted December 29, 2015 Report Share Posted December 29, 2015 B was already pretty hard to access as a T and that was before CTs had any proper height advantage. The whole main entrance for Ts into B is pretty convoluted:Straight ahead for an easily wallbangable (and destructible?) doorHarsh right into very focussed alleyway, which CTs can camp from all kinds of angles.I didn't find the route from mid to effectively really alleviate any of the access issues on B JustFredrik and Vaya 2 Quote Link to comment Share on other sites More sharing options...
VIOLATION Posted January 13, 2016 Author Report Share Posted January 13, 2016 New update to the workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=574947704 Probably planning on setting up another playtest shortly. catfood and untor 2 Quote Link to comment Share on other sites More sharing options...
R.I.P 3.0 Posted January 13, 2016 Report Share Posted January 13, 2016 (edited) Worked out a rough layout just with some bot playtesting over the past few days. Hoping to get a lot more on that done and get it tested it out on the server at some point.This layout is unplayable. Each plant have only 1 linear way from T side. Map have bad structue. You need to improve the framework Edited January 13, 2016 by R.I.P 3.0 oops, old version;) Quote Link to comment Share on other sites More sharing options...
VIOLATION Posted January 13, 2016 Author Report Share Posted January 13, 2016 Yeah thankfully that was never actually a layout I tested for more than a day back when I was initially struggling Quote Link to comment Share on other sites More sharing options...
VIOLATION Posted March 11, 2016 Author Report Share Posted March 11, 2016 It's been quite a while since the last update, but progress is still being made. A lot of work has gone into detailing the map and making more graphically pleasing recently, though I won't lie and will say I have been getting quite frustrated with creating the modern-city-look come off as natural while not seeming under-detailed or too bare. Regardless, here's some screens from the latest compile:and here's an extra look at the building I created overlooking B bombsite and visible from a decent amount of the map as of now: As always, cc/suggestions are greatly appreciated and encouraged. Cheers. jakuza, Furiosa, Fnugz and 16 others 19 Quote Link to comment Share on other sites More sharing options...
jackophant Posted March 11, 2016 Report Share Posted March 11, 2016 It all looks really nice, but one thing I would say is that a lot of areas look too dark due to shadows?Also, I personally dislike the birds flapping around as they cast shadows and are quite distracting at times. Easily mistakable for grenades.And one final thing: Using "mat_postprocess_enable 0" will get rid of the vignette in your screenshots (but also any colour correction) VIOLATION, Fnugz and Vaya 3 Quote Link to comment Share on other sites More sharing options...
VIOLATION Posted April 12, 2016 Author Report Share Posted April 12, 2016 Back again, birds are gone. Lots more buildings have been textured/new art pass, etc. Still kind of unhappy with how certain things are turning out but hoping to find the right balance soon enough. Also had a little skybox change (old one was bugging out so this is probably a temporary change) and still feel like I need to brighten some areas considering how many shadows there are (might end up entire redoing the lighting at some point) As you can see it's a lot of custom assets for the most part, and I hope to continue to increase the amount of new content used in the map. Anyways comments and criticism is greatly appreciated and encouraged as always, especially with a lot of the new detailing done to some areas. Planning on updating workshop/possibly running another playtest soon as well. Breadbird, 'RZL, RivFader and 3 others 6 Quote Link to comment Share on other sites More sharing options...
jakuza Posted April 13, 2016 Report Share Posted April 13, 2016 Hey, I can see this is turning into something special, so I thought I'd just point out one thing that really stuck out to me while looking at these. This looks like something you'd expect to see in a final level, great polish, lots of detail. On the other hand... This looks like something from a really early detail pass. I know Monaco is really clean, but it comes off looking really unfinished in these shots. Subtle detail work on the ground areas will really pay off in tying everything together I think. Sorry if this is something you were already planning, just my thoughts. Breadbird, Smileytopin, Mark C. and 5 others 8 Quote Link to comment Share on other sites More sharing options...
etn Posted April 30, 2016 Report Share Posted April 30, 2016 Very nice! Hope to see this in a new operation! VIOLATION 1 Quote Link to comment Share on other sites More sharing options...
Pumbliss Posted April 30, 2016 Report Share Posted April 30, 2016 To start out, the layout of this map is very creative for clover and in fact probably the best clover I've seen I could name pros for hours on this map, but currently it's even in gray wall, so I'll just go over kinda iffy things in my eyes: Currently the skybox is vertigo, and I know you're probably gonna change it, but if you weren't, make sure you do because it can cause weird things on glass. There are a lot of boosts out of the map that I'm certain you intend to clip out, but some of them should at least partially stay. This boost here on long A should be boostable up to the window frame but not any higher so that it's a nice angle against pushing CTs but not quite an overpowered out of map area. This car on A site could be a great AWPing angle, however it currently takes three body shots to kill. I recommend you make it slightly more bangable, and allow the car to only take two shots to the body with the AWP, 3 with the scout. At B site there aren't any good plant positions for terrorists, all positions are shown to CT, consider extending site maybe just a little to provide a small corner for terrorists to not be at risk for the 5 seconds. The opposite occurs at A site, where all plant positions are over-covered, consider shortening the wooden board on the path to the side of the site to allow easier view of heads of planters. VIOLATION 1 Quote Link to comment Share on other sites More sharing options...
maxlevelboi Posted May 1, 2016 Report Share Posted May 1, 2016 Wowa this is looking damn fine :D! Quote Link to comment Share on other sites More sharing options...
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