JustFredrik Posted December 22, 2015 Report Posted December 22, 2015 (edited) Rì chū is set somewhere in eastern asiaWork in progress map by @JustFredrikworkshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=445608796Screenshots of version a_6 [OUTDATED VERSION] imgur album: http://imgur.com/a/fdeEi Radar overview of version a_5 [OUTDATED VERSION] Edited January 25, 2016 by JustFredrik changed some things in the post leplubodeslapin, Pivac, untor and 16 others 19 Quote
jackophant Posted December 22, 2015 Report Posted December 22, 2015 Kinda glad you didnt go with shingmong. I don't know what it means in Chinese, but it sounds offensive in English VIOLATION, Smileytopin and Vaya 3 Quote
Quotingmc Posted December 22, 2015 Report Posted December 22, 2015 (edited) Is a lot of that models or insanely detailed brushwork? Edited December 22, 2015 by Quotingmc Quote
JustFredrik Posted December 22, 2015 Author Report Posted December 22, 2015 Is a lot of that models or insanely detailed brushwork?alot of it is brushwork. It will be replaced with props in a later stage. Quote
Psyrius Posted December 23, 2015 Report Posted December 23, 2015 I like the lighting Good job so far. Quote
laminutederire Posted January 16, 2016 Report Posted January 16, 2016 Hey I'll upload screenshots later as I can't use my laptop at the moment.First of all, the map feels very neat and unique, so that's a good point and I'm sure it'll end up very pretty!As for the layout:I found one exploit in the garage, you could boost onto the little crates at the left when you enter as a T, then go up the door frame, then up to the beams and could unfairly hide there. It hasn't been ddisruptive considering where the room is but I feel like this could ruin some rounds from times to times For the gameplay, in mid, I think you should redesign a bit the T entry to upper mid, because there are a lot of tiny details which blocks their view, but a sniper can pretty much see all of them and shoot them. I'd make it "cleaner" in the sense that T's should see more easily Ct's camping there.Aside from that I liked mid!I liked appartements, but I did agree that you could rework a bit the drop zone so that it's safer, maybe make a second drop zone a bit far away from the site? Like on mirage for instance, you could have a rapid risky jump and a safer drop like behind the van.Other entry I liked As for the other bombsite it felt T spawn was discouraging going that way, because it was at the far right while other parts where in front of you in some way. I felt T's path were balanced, maybe a bit of over complications in the lower part but I didn't play that much there so I don't really know !Primarily I'd work on the CTs to mid platform on that site, I felt a bit claustrophobic up there because you don't really have room to move that much. However simply making it larger would hurt the balance of retakes so I don't know what I could suggest :/Hope it helps, looking forward to see how it will turn up! JustFredrik 1 Quote
JustFredrik Posted January 20, 2016 Author Report Posted January 20, 2016 (edited) FEEDBACK AND CHANGES AFTER 10v10 MAPCORE PLAYTEST 14/01/2016TL;DR: new version after the playtest, biggest changes are the reworked paths to the sites for both teams.____________________________________________________________________________________It was extremely exciting to have the first playtest ever on my map after working on it for a few months. And I was really glad over the amount of positive feedback that I got and it motivated me to work even more on the project. After the playtest some people stayed for a while discussing the map and the layout, and I’m really grateful to have someone to discuss the players feedback and how the playtest went. The things that I picked up during the playtest were:-the amount of twisted pathways was confusing, frustrating and unnecessary. -Many players found B apartments awkward and not very interesting. -Ts felt as B was more favoured due to the fact that the B paths was right in front of the players and to go towards A they had to walk around the entire map. -Some players found upper mid A connector to be a bit cramped and awkward.After the tweaking I decided it was time for version a8. Change log: a8 (with pictures)-CTs spawn side has been reworked. -CT entry to B was simplified. -T side has been partially reworked to balance the attention between B- and A site. -Spawns has been moved to balance the attention between B- and A site as well as to improve timings. Ts and CTs now peek each other at the same time in both upper and lower mid. -blocked off blue room that served as path to upper mid for Ts and added a path outside of the building to improve on player guidance and make it easier to understand the layout. -One of the circled doors in upper A has been blocked off. -Blocked off the windows in B apartments and made the exit straight out instead of angled towards the site. -Added a small crate for CTs to peek into B apartments. -Added space in A connector to make it less awkward and cramped. -Added some detailing because I was tired of layout work and just wanted to have some fun. -Reworked spiral stair to B from T side (B main), to make it smoother.Radar for version a8 and coparsion picture with old radar will be added during weekend 23-24/1/2016 I think that while A site Isn’t bad. It isn’t interesting and fun either, except for the skill jump to upper. Don’t know what to do to improve it, please leave suggestions if you have any. Edited January 20, 2016 by JustFredrik added spoilers Niller^.-, Bevster, Parkcityfan and 5 others 8 Quote
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