Guest Posted February 6, 2016 Report Posted February 6, 2016 (edited) ye Workshop download: http://steamcommunity.com/sharedfiles/filedetails/?id=617632332 updating threads regularly is for nerds Edited June 23, 2016 by Wrakke Quote
Quotingmc Posted February 6, 2016 Report Posted February 6, 2016 From what I have seen running around it, de_ridge looks like it has a lot of potential. Just needs to get finished Logic 1 Quote
Tyker Posted February 7, 2016 Report Posted February 7, 2016 (edited) Some stuff needs clippingTiny displacement cut hereNodraw visible on this sideThat ivy on the right is the exact size of a CT, and about the same dark colour too. It might be nice to place that somewhere else, as in a split second scenario it might be confusing?I think moving the stairs to the other end of the hallway would make it more fun to play B site. Right now the entrances all feel very flat, especially where angles are held.Also, the map is flanking central. It was easy for me to knife the mid sniper, twice! Maybe you could remove some routes, such as the T -> A vent? Edited February 9, 2016 by Tyker Quotingmc 1 Quote
Vaya Posted February 8, 2016 Report Posted February 8, 2016 (edited) - timings and CT control are pretty much non existant at the moment. Terrorists need at least to be moved back at least 3-4 seconds- Vent to A is stupid powerful. changing the timing will help here but the difference in height should be lowered a bit imo so CTs have a better angle on it. Less awkward headpook fights Edited February 8, 2016 by Vaya Quotingmc and Smileytopin 2 Quote
Vaya Posted February 8, 2016 Report Posted February 8, 2016 fixed JustFredrik, jackophant and Smileytopin 3 Quote
Smileytopin Posted February 8, 2016 Report Posted February 8, 2016 Also, the map is flanking central. It was easy for me to knife the mid sniper, twice! Maybe you could remove some routes, such as the T -> A vent?Agreed...This map has too many flanks, some areas are almost impossible to hold because either side would just flank. Try making it harder to flank (to start, remove the vent area). A site is fine with not having two routes for Ts, the one main route is large enough. The vent that goes closer to A makes the cover on the outside wall of A useless, as it can be shot at from near T spawn and the exit of the vents.Try moving T spawn back a little, CTs have no time to setup on either site. Quotingmc 1 Quote
Guest Posted February 9, 2016 Report Posted February 9, 2016 (edited) Update!General: Added a whole new area leading up to A-Site which makes the route from T to A Site take a longer amount of time. This means that CT's now actually have time to set up on the site before instantly being rushed down by T's. Additionally, some other minor changes were made to reduce how quickly T's can get to places. Here's some pics of the new area:The new timings are as follows:T to A Site = 14 SecondsCT to A site = 8 SecondsT to Mid = 6 SecondsCT to Mid = 4 SecondsT to B site = 16 SecondsCT to B site = 8 SecondLAYOUT PIC:All the timings are based on the quickest possible route. I also made the map brighter._______________________________A Site:Removed the T vents leading into the site.Replaced crates in the corner with a rocket silo. This removes an awkward head peeking angle into the stairs leading up to the railings. I also changed the railing on A site so that you can now no longer see or shoot through it. Replaced the main tarp-covered crate with a metal one.Widened the CT entry into the site to make it less claustrophobic.Removed the rock leading up to the elevated area in front of A Site so that T's can no longer abuse jump scouting. Added crates instead._______________________________B Site:Added more cover around the CT Platform to make CT positions more safe.Moved the CT entrance into the site to the wall next to it. This makes retaking the site less awkward. Also added crates to prevent an awkward angle from one entrance to another._______________________________CT Spawn:Reduced size of CT spawn and moved it closer inwards towards the map. This allows for CT's to get into sites and mid faster.Changed around the stairs leading into Mid and B. This removes any head peeks that were previously there. It also makes CT spawn less flat._______________________________T Spawn:Moved T Spawn slightly further back. Made the area more focused and less cluttery._______________________________Mid: Removed the construction in the middle of mid which allowed for T's to push mid with ease and gain a lot of free control. Added some other things to compensate for the empty space. I also moved the T side entrance into mid further back towards T Spawn to make CT AWPers feel safer._______________________________And some other minor changes too, but if I included them all the post would be really long. Also, a major thank you to the people who playtested the map. Edited February 10, 2016 by Wrakk Quote
Logic Posted February 10, 2016 Report Posted February 10, 2016 I was about to post some feedback, but you just updated the map, so it's kinda irrelevant I guess I was the only one that liked the Vent-To-A? My thoughts we're that if CT's were given a couple more seconds to set up they could boost up there, creating a strong defensive position.I still think that one major flaw remains, the defensive line for T's towards B. I managed to handle it pretty well in the playtest, but any organised push from the CT side would destroy the T's.It's very hard to find a position that isn't exposed from another entrance and CT's has a couple of ridiculous lines of sight.I think you should rework this area to something that 1-2 T's can defend. Some cover in the middle of the area would be nice Shibou 1 Quote
Guest Posted February 19, 2016 Report Posted February 19, 2016 (edited) Update:A Site:Replaced an old crate with a new one to fit the rest of the site better. Also changed around some textures and added more detail on the site in general. I also changed the T route into A. The elevated part of the pathway was replaced with a small indoors area which completely removes the awkward angle which caused some ridiculous firefights a few seconds into the round._______________________________ Mid: I made mid a bit narrower in general. Previously it was too big and open. Started detailing one side of mid. (I know the wire looks horrible right now. It's WIP.)Changed the Mid to B connector. Now it's closer to the T side of mid and the connector itself is a more complex area, which prevents CT's from being able to rush and flank T's going into B.Moved the vent exit to a different wall, removing some awkward angles. I also made some walls thicker to make wallbangs less effective. Added some crates for more defensive opportunities for T's._______________________________B Site:Changed around some crates and made some pathways thinner. Made the window in B smaller as it was just a bunch of awkward angles before. Added some defensive cover for T's before they enter choke points to make CT's rushing B less effective._______________________________ T-Spawn:Minor changes to make timings to bombsites more even.Thanks again to everyone who play tested and provided feedback. Also, Jackophant is great. Edited February 19, 2016 by Wrakk Quote
Guest Posted February 21, 2016 Report Posted February 21, 2016 (edited) It still needs a lot of work, but the general atmosphere & theme is there. I plan on replacing some generic things like the 'PARKER' logo with my own custom assets once I think of a name for the fictional company... Edited February 21, 2016 by Wrakk Quote
blackdog Posted February 21, 2016 Report Posted February 21, 2016 I plan on replacing some generic things like the 'PARKER' logo with my own custom assets once I think of a name for the fictional company...Hambhurghers Quote
Quotingmc Posted February 21, 2016 Report Posted February 21, 2016 (edited) Hambhurghers Can you explain the Hurg. I get it is a running mapcore thing and there is an emoticon, but I don't get what it means XD Edited February 21, 2016 by Quotingmc Quote
blackdog Posted February 22, 2016 Report Posted February 22, 2016 First rule of the Hurgh club: you do not talk about the Hurgh club. Squad, jackophant and Quotingmc 3 Quote
jackophant Posted February 22, 2016 Report Posted February 22, 2016 (edited) HambhurghersThought this was a Pink Panther quote at first glance:https://www.youtube.com/watch?v=Z6oeAdemFZw (why isn't this embedding? )@Wrakk Mid's looking great, but I still think you need to shorten it and then you might not feel like the trees would be necessary (at least centrally). Obscuring a player's vision like that, even with these narrow trees can throw people off, especially as they don't serve a functional purpose.Similarly to the lampost at the bottom of mid on inferno, you'd want people cursing their own lack of aim rather than a model/prop that is stopping them from making a kill. Edited February 22, 2016 by jackophant Quote
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