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Posted (edited)

(Old) A1

Quick 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:

swift_a1_radar.jpg

 

mid:

98DEACB867C935F363A40D5890CBE76BB587B402

bombsite A:

1C4ACE1C644F416BB1457EC9B4EF8286AA23A598

bombsite B:

CC8D263C3BCFB6A74F45571CFCEC7D7D75785D71

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:

swift_radar.png

 

mid:

804E5EDC0A1E5958511B705F9BE0D8E6A37F218F

 

bombsite A:

5BF7CCF7026E951DF880E77EDA9A5E2D472B6AF8

 

bombsite B:

84B862D2C5D0FD129929DD4140578758CEBE8A81

DL:  https://www.copy.com/s/9dwY3iX3kgkQJ0Mb

Edited by JaCuS
Posted (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:
dwadawdaw.thumb.png.b5132ab364edef6bd688

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:
dwadawdffvffdfawd.thumb.png.3933818b9f2c

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 :v 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:
de_swift_a10002.thumb.jpg.28bf86e0a3a756de_swift_a10003.thumb.jpg.63a1cecfc4acbd

Crate-gaps:
de_swift_a10005.thumb.jpg.d65d19e4407ce8de_swift_a10007.thumb.jpg.e70fc68b3f2240de_swift_a10006.thumb.jpg.f242c3e997fb9dde_swift_a10004.thumb.jpg.0c622198fd6a3c

See if you can solve some of these riddles until next playtest :)

Happy mapping! 

Edited by Logic
Posted (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 by JaCuS
  • 3 weeks later...
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