Conflig Posted February 16, 2021 Report Posted February 16, 2021 Hi. From the last update it seems like there are really long line of sights. I think the right spawn area was more interesting. But great work so far. Damn first version of this map was back in 2016? you have lot of pations I think at some point you need to call the layout done and transform the greybox in the actual place Quote
Epic Posted March 26, 2021 Author Report Posted March 26, 2021 Im back again, this is becoming a problem..... Well here a beta version 4/ Hopefully after a playtest I can work on texturing and finalizing the map! thoughts? https://steamcommunity.com/sharedfiles/filedetails/?id=628541757 KennedyB 1 Quote
Tomato Posted April 7, 2021 Report Posted April 7, 2021 Hello, Yesterday I was part of the playtest on your map. A lot of feedback was already given by players/mappers far more experienced then me, though I just want to post my screens that I took yesterday and maybe add some thought. Spoiler First of all, these two sidelines. These are two small, long sights that could you give info or potentially an angle to kill. I don't know if they are intended, but as I personally dislike these small long sights, I wanted to show them. Maybe the are intended, maybe just an oversight. You decide. Spoiler Next two headshot angles. I guess someone already pointed the one with the container out during the playtest, But I also had this other one, just above the bench (partially behind the fallen train) on A site. These are nasty spots to kill. Spoiler And lastly, something minor at this stage of the map making. A gap in the wall where you could spot through. Don't be afraid to experiment. I've seen throughout the topic, that the layout already changed a lot from the first couple of iterations. Just keep what is good and gamble on what is bad. Personally, I liked the look and feel of A site. And with the feedback i heard yesterday, with some tweaking it could be a very good bombsite. Good luck with the mapping! Epic 1 Quote
jackophant Posted April 10, 2021 Report Posted April 10, 2021 Firstly, please rotate your CT spawn! The flow of a map is really important and starting it with a compulsory 90° turn might not seem like a huge deal, but also unnecessary. In fact, I think most of this map's problems stem from his it flows: the route towards A as T makes you backtrack slightly, and the route towards B has you turn away from the site to then turn 180 back on yourself. If timing is an issue, you'll need to move things about as just making people zig zag to kill time is frustrating to the player. The map is wider than it is long so immediately channels people off and doesn't leave much space for a useful mid that doesn't have long connectors. I've suggested a couple of adjustments to your current mid but I think you should consider combining your "pre-mid" and mid together and slim them down. The pre-mid area is too safe for Ts, they can freely rotate if blocked from a site without taking a time punishment via spawn, or a faster/higher risk route through mid. Hopefully that all makes sense! Tomato, Epic and zombi 3 Quote
Epic Posted April 21, 2021 Author Report Posted April 21, 2021 Alot of you have wondered how the theme of my map really works. Here is a small explanation. Most of my references come from Zagreb, Croatia. So the thought process behind the derailed train is there was already an attack but it was botched so the terrorists are coming back to finish the job, hence the broken wall and derailed train. I think I've found a theme that would tie it together with the rest of the map I think. So T spawn is actually a "mall" in Croatia in the same city as the church and tram area. My thought was A is the main transport for people to get to the mall, the simple path leading from the Tram to T spawn would be like a Street market right, which tourist would get a lot of their goods from and make their way to the mall. T mid is current a living area for natives ect. I was thinking with your suggestions of tying it into ct mid turning that big area into a Commons area if that makes sense I like the restaurant and beach area of B. But B site it self does not tie in at all theme wise. Originally it was a shipping dock which make sense IRL. But not so much for the way this map is heading. I was thinking of maybe a Board walk type area. Croatia has a castle wall the follows along the shoreline, so incorporating the wall would be a good target to blow up for historic reasons. So ive gone ahead with that idea continuing the boardwalk and restaurant theme. As For changes for this version. Honestly there is too many to really name. Check my previous posts layout compared to this one and the changes are obvious. Major changes - Rerouting almost all routes. Reworked both A and B sites. Moved CT spawn. Moved T's mid entrance. Quote
Epic Posted May 12, 2021 Author Report Posted May 12, 2021 Back with the "Final" layout. From here Ill be focus on refining and detailing instead of major changes. Here is and overview/ https://steamcommunity.com/sharedfiles/filedetails/?id=628541757 Vaya 1 Quote
Epic Posted June 24, 2021 Author Report Posted June 24, 2021 (edited) Another flood post. JK. i may make a new thread with the next update since this has been going on for so long but nearing the point of finalizing details after the next playtest. Have a look around feedback is welcomedhttps://steamcommunity.com/sharedfiles/filedetails/?id=628541757 Edited June 24, 2021 by Epic Quote
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