JaCuS Posted November 14, 2015 Report Posted November 14, 2015 (edited) (Old) A1Quick brief:-name comes from how it plays-simple layout with no theme in mind:D-rotates can be an issue but im working on it-ugly placeholder crates everywhere overview: mid:bombsite A:bombsite B:DL: https://copy.com/bTOkHXs6ash1NXMv here comes A2 (New)Quick brief:-new layout with far better rotates-new B site-some changes to A site-ct friendly mid-and of course ugly crates everywhere overview: mid: bombsite A: bombsite B:DL: https://www.copy.com/s/9dwY3iX3kgkQJ0Mb Edited December 7, 2015 by JaCuS Quote
Logic Posted November 16, 2015 Report Posted November 16, 2015 (edited) Hi! Couldn't answer you right away after the playtest, so I'll give you some feedback now instead.I like A-site quite a lot actually. I'm not sure about the platform at the back though, it feels a bit too powerful for CT's. Other than that I think the site needs to simplified a bit, but as it stands I think it's alright.B-site was more of a mess since there was so many angles and to check. I'd remove the balcony at the back entirely just to simplify it a bit (check pic below). @Fnuggi also pointed out that the glass on B should be breakable, and I agree completely.I'd remove this area completely:I dislike that so many maps has a traditional mid, so I'm glad that you tried something new and added a second mid as well. That said, it didn't feel right in the playtest as T's could almost reach B-site without ever being seen. I'd try to incorporate it into middle instead. Talking about this area:Mid feels very T-sided. Ct's can easily be smoked off on the platform and if they jump down they have nowhere to go except facing the T's head on. Since T's has a roof on their side they can flash and peek at the same time, without having to worry about getting flashed. There is a lot of clipping issues. Invisible walls on random crates, boost spots and areas that looks accessible but isn't (see pics). At this stage, try to use less clipping and just add real walls to areas you don't want the players to get to. It's still a greybox after all There is also a ton of gaps between crates and walls, fill these up (see pics)! You should also try to use the texture "noclip" a lot more as none of the walls of your map are covered with it. Cover the outer walls with it in order to keep your map running well, even at this stage. Boosts:Crate-gaps:See if you can solve some of these riddles until next playtest Happy mapping! Edited November 16, 2015 by Logic JaCuS, laminutederire, jackophant and 1 other 4 Quote
JaCuS Posted November 17, 2015 Author Report Posted November 17, 2015 (edited) I would like to thank you for your feedback.I reworked b site so many times that it really became a mess and i knew it. i will fix it however i can but, dont cross out that sniper nest yet.Im more concerned about long rotate times at the moment. Have an idea how to solve this actually.And sorry for the radar i wasn't sane when i was creating it. Edited November 17, 2015 by JaCuS Logic 1 Quote
DasLlama Posted December 7, 2015 Report Posted December 7, 2015 Can you upload the map as WIP in the Workshop? I'd like to put an abo on it so I can test the map after your updates without downloading it from another space Quote
JaCuS Posted December 20, 2015 Author Report Posted December 20, 2015 im dying for some feedback Quote
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