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Nohns

[WIP] de_Regista (temporary name)

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Hello People!

I'm in the making of my first competitive map, de_regisa. Detailing has of course not been applied yet,

cause i will have to get some feedback on the layout, and a playtest scheduled.

All feedback or constructive criticism on the current layout or the map as is, will be much appreciated! :)

Workshop link here:

http://steamcommunity.com/sharedfiles/filedetails/?id=63769719(Screenshots are all included in the workshop file).

Timings are comming soon..

Layout (updated):

5BDr1T3.thumb.png.c7f11343ec79de19af0b54

Version 2: Made changes to the layout, to make it more competitive. Also making a playtest submission.

Edited by Nohns
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the rotation from bombsite A to B takes between 20 and 21 seconds. that is very long.
cutting the red area would help a lot. its an easy way to lower the rotation times, and it wouldnt destroy your general layout.
i recommend changing sth before you start a playtest.
i liked your map, especially the mid area looks interesting. bombsite A might be a little bit huge.

cC6gc9C.png

 

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the rotation from bombsite A to B takes between 20 and 21 seconds. that is very long.
cutting the red area would help a lot. its an easy way to lower the rotation times, and it wouldnt destroy your general layout.
i recommend changing sth before you start a playtest.
i liked your map, especially the mid area looks interesting. bombsite A might be a little bit huge.

cC6gc9C.png

 

Thank you very much for the feedback! I will try out the change you suggested, and then afterwards playtesting a bit with bots.

For a long time i have felt that the apartments section of the map, was far to large. :)

 

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I'll be showing what i think is a problem in the layout by circling the areas and numbering them. First off with number 1 unless this is a drop off point meaning its a one way for ct, this is incredibly t sided giving them instant access into ct because cts must have 1 player on mid and 2 on each bombsite, they cant spare another to watch this area to make sure no t's go into ct. And regarding 2 i believe mid is also too t sided, if you compare this mid to competitive maps in the game or even other workshop maps most mids have a reconnection into initial t pathways into a bombsite, and a new entrance into a bombsite. This way its not too T sided and it still gives Ts some options.

memedude.png

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I'll be showing what i think is a problem in the layout by circling the areas and numbering them. First off with number 1 unless this is a drop off point meaning its a one way for ct, this is incredibly t sided giving them instant access into ct because cts must have 1 player on mid and 2 on each bombsite, they cant spare another to watch this area to make sure no t's go into ct. And regarding 2 i believe mid is also too t sided, if you compare this mid to competitive maps in the game or even other workshop maps most mids have a reconnection into initial t pathways into a bombsite, and a new entrance into a bombsite. This way its not too T sided and it still gives Ts some options.

memedude.png

Hi! Thanks for the feedback!

Right now apartments are connected with the connecter to B site but i'm gonna changed that based on your feedback ;)

Now to your number 2 suggestion: I don't quite understand what mean. Can you maybe try to do an example on a map in the active duty pool? That would be pretty sweet! 

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Hi! Thanks for the feedback!

Right now apartments are connected with the connecter to B site but i'm gonna changed that based on your feedback ;)

Now to your number 2 suggestion: I don't quite understand what mean. Can you maybe try to do an example on a map in the active duty pool? That would be pretty sweet! 

Really any current active duty map regarding mid. Dust 2 has a connector into tunnels and a new entrance onto a. Cache has a connection onto checkers and a new entrance onto a. overpass has a connection onto a b pathway and a new entrance onto a.

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Really any current active duty map regarding mid. Dust 2 has a connector into tunnels and a new entrance onto a. Cache has a connection onto checkers and a new entrance onto a. overpass has a connection onto a b pathway and a new entrance onto a.

Well, I changed the map to reflect some of the suggestions in the map to this layout:

rdar2.thumb.png.84aebfdeb3ec405e03a15a61

I think this version is a lot better than the old. 

Rotation times from A -> B (and reverse) is 13-15 seconds.

:)

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The map is currently very dark in areas. It's even hard to see the routes in the layout. You should probably brighten those areas up a bit (especially T-to-A) :) 

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The map is currently very dark in areas. It's even hard to see the routes in the layout. You should probably brighten those areas up a bit (especially T-to-A) :) 

Yes the mini-map is pretty dark, and that's also something i plan to fix soon. :) In-game i added more lights so the sewer area is more lit up.

 

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The map is currently very dark in areas. It's even hard to see the routes in the layout. You should probably brighten those areas up a bit (especially T-to-A) :) 

Really any current active duty map regarding mid. Dust 2 has a connector into tunnels and a new entrance onto a. Cache has a connection onto checkers and a new entrance onto a. overpass has a connection onto a b pathway and a new entrance onto a.

I have uploaded the new version of the map to hte workshop. Check it out if you want to :)

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