Vaya Posted April 24, 2016 Report Posted April 24, 2016 (edited) http://steamcommunity.com/sharedfiles/filedetails/?id=580106862 A defuse map set in Palo Alto/'silicon valley'- the targets are a companies server farm or electrical substation to cause disruption to the companies operations (or something) Some of you will remember version 1 of this map. I was never really happy with the layout and had progressed way too far to make the required changes. The detailing was also pretty off what I wanted- too many different styles and too piecemeal I think (hopefully other agree) the new version I've been working on has a much more solid layout and is also visually stronger overall- I want the map to be bright, colourful and pleasant to play on. Feedback on how to progress this - what people think needs more work or changed is important at this point - I've been building 'in the dark' for a couple of months now so might need to amend course (the super bright red lighting in the last screenshot will be changed+ the word wall decal is placeholder- just wanted to get that idea down ASAP for a full build) Yes it's using a lot of nuke assets. I'm sorry. Edited January 17, 2017 by Vaya Squad, Bevster, Utopia and 19 others 22 Quote
Lizard Posted April 24, 2016 Report Posted April 24, 2016 Will give it a try later today Vaya 1 Quote
spa Posted April 24, 2016 Report Posted April 24, 2016 This looks very nice! A fresh take on a theme and nice clean execution. I wish i had better comments than maybe reduce the brick size since it gives the facade a slightly toony/miniature feel as is now. Keep it up! Vaya 1 Quote
will2k Posted April 24, 2016 Report Posted April 24, 2016 The walls in the first screenshot definitely need a floor level and ceiling level trim to break the blank wall up (like in nuke or office for example) I like the outside shot's color and architecture; it screams hi-tech quirky start-up . Maybe another lighter brick texture could suit better (from train)? Readability should be very nice in this one, keep it up Vaya 1 Quote
jakuza Posted April 24, 2016 Report Posted April 24, 2016 Was fun playing, like I said in the feedback, no route felt like an afterthought, they were all really nicely balanced and felt appropriate. Funny that you chose a theme right around my area after I chose Edinburgh for royal (and completely botched it at that). Some areas still feel very blocky, but the nuke materials help with that. I think the next step is to "frame" your surfaces like you do with the floor trims on the interiors. A few other nitpicks: Spoiler This overhang on the vending machine area just looks weird to me. These walls are the only parts of the map that feel maze-like and like leftovers from a grey box stage. Everything else felt natural. Good luck, I really like the direction it's headed! Vaya 1 Quote
Vaya Posted April 24, 2016 Author Report Posted April 24, 2016 thanks guys Going to spend a while collating feedback from the playtest and work out the next steps Quote
Lizard Posted April 24, 2016 Report Posted April 24, 2016 (edited) Ok here are my thoughts. Those vents are not connected to anything. There are few places on the map like this. You can work on the lighting here to guide the players. Stretch the texture in y axis so you have the edge on the bottom. Smooth this and also do something with lightbleed there. Head bumb. Disable the collision. Floating tv. Noticeable. Self explanatory. Move the frame so it covers the texture change. The light is too strong. I would change the doors and frames on the ones from nuke. It would be nice to have some kind of "step" texture here. Work on texture alignment. Self explanatory. Edited April 24, 2016 by LizardPL RealaxFourX and Vaya 2 Quote
Pumbliss Posted April 25, 2016 Report Posted April 25, 2016 The map looks amazing, besides a cartoony feel in T-Spawn. Pros: Great modern feel, bringing the correct textures to fit era. Fast and smooth play with good corners/angles. Sensical fashion and navigation creation. Cons: (I don't want to sound like a broken record; this map has many small corners that are flawed, so I'll mention more general flaws) A site breakable windows shouldn't all shatter at once, to make visability hard, more tactical. Many boring areas outside of the map that cause players to be less interested in the design of the level. Boring potential: spawns have not many paths/features, not many boosts, and not many practicable jumps. Vaya 1 Quote
Vaya Posted April 25, 2016 Author Report Posted April 25, 2016 thanks for the feedback Lizard and Logic 2 Quote
blackdog Posted April 25, 2016 Report Posted April 25, 2016 (edited) This looks very good. Is the layout already pretty final? You've detailed quite a lot. Holding on specific comments for when you consolidate a bit more. ps: some steps seem bit too tall *sigh* have basically the same idea for a map (more like the name I'd use)… I really like that these companies have modern, clean and colourful hq Edited April 25, 2016 by blackdog Vaya 1 Quote
Vaya Posted April 25, 2016 Author Report Posted April 25, 2016 (edited) All steps should be the correct size but I've fucked some of the texturing on them. Might be a perspective thing but I'll review it overall I'm happy with the layout but some areas will be getting added to for the next build. Mid needs tweaking too. Edited April 25, 2016 by Vaya Quote
Vaya Posted May 30, 2016 Author Report Posted May 30, 2016 https://drive.google.com/open?id=0BzPweOEiM3XBWVFOQVMzTE12OTg an up-to-date BSP (no radar) I've had a bunch of good feedback already from this one: Pending changes: -lower fire alarms/extinguishers - kill a pixel angle into B main - sort a couple of dodgy clips out - outside B needs fixed to stop weird boosts into CT spawn. - mid needs some sort of cover to make CT pushes more risky Plat, Lizard, rosk and 7 others 10 Quote
Lizard Posted May 30, 2016 Report Posted May 30, 2016 1 hour ago, Vaya said: https://drive.google.com/open?id=0BzPweOEiM3XBWVFOQVMzTE12OTg an up-to-date BSP (no radar) I've had a bunch of good feedback already from this one: Pending changes: -lower fire alarms/extinguishers - kill a pixel angle into B main - sort a couple of dodgy clips out - outside B needs fixed to stop weird boosts into CT spawn. - mid needs some sort of cover to make CT pushes more risky DANK hgn, JustFredrik, Vaya and 1 other 4 Quote
Vaya Posted June 14, 2016 Author Report Posted June 14, 2016 http://steamcommunity.com/sharedfiles/filedetails/?id=580106862 update posted a couple of days ago. I've now applied a bunch of feedback from this version (mainly vis and clipping issues) and will be compplaytesting a slightly newer version this week. I'd appreciate more feedback before then though focus is on layout still but thoughts on detailing would be cool Logic, SirK, rosk and 3 others 6 Quote
Vaya Posted June 15, 2016 Author Report Posted June 15, 2016 http://imgur.com/a/JYgO1 A batch of screenshots from last night. Testing different colour options so some stuff is a little mismatched at the moment. I think a little muted works better than super bright? http://steamcommunity.com/sharedfiles/filedetails/?id=580106862 Workshop link updated again- I'm going to try have a playtest tonight and I've made the massively retarded move of submitting it for a reddit playtest Logic, rosk, hgn and 1 other 4 Quote
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