Roald Posted August 16, 2016 Report Posted August 16, 2016 (edited) Hello, Just made this topic for requesting a playtest. Tho any feedback is welcome and you could visit the workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=744965398 edit: removed image (needed space :D) Edited January 26, 2017 by Roald Teddy Graham 1 Quote
spa Posted August 21, 2016 Report Posted August 21, 2016 Hey man, here's some comments from the playtest (some of it i already mentioned on com) Overall i really like the bombsites and interesting layout of the map. I think it carries lots of potential if things are tightened up and properly executed. Theres plenty of opportunities to make very different sub-themes throughout the level from the street to the water area, basement sections and the B site with the statue. Really dig the path at the water in terms of traversal! I think in general some spaces are simply to big and the map felt pretty large even with high amount of players with almost too many ways to flank. Sometimes restricting areas can improve a map alot even if its fun to build paths running all across. This space feels really huge but at the same time like it should be a sneaky flank around (like blue door on cache) I think you have to figure out which is main and which is secondary when going into B from T side. is it this or the ramp? This balcony position feels really strong for the CT side where they can pretty safely overlook the entire B site while quickly rotate to A. Make it less safe or maybe have the CTs commit more to defending B - for instance let them drop down to see the site, but then have them climb back up to get to A, so its less simple to get to. Under the bridge is another major thing that makes the level interesting but also really large and complicated. I think having two man-hole covers going down ladders like that is atleast one too many. Maybe i dont have a full overview of its application but my gut feeling was that this could be simplified alot. If i can walk under the street maybe that street section should feel more like a bridge than it does now (hence the name i suppose) atm it feels more like a basement with the ladders. If you wanna call it de_bridge you should really own it! but could also just the greyboxing. could be cool with some stuff running across the street here to break it up - another overpass or industrial pipes if that fits the theme your going for ? just a gfx idea Maybe bevel this corner to open up the space a bit? Thats what i got so far, looking forward to next iteration Roald 1 Quote
Roald Posted August 25, 2016 Author Report Posted August 25, 2016 (edited) Afther the playtest I have done some changes. Here the new overview: edit: removed image (needed space :D) Edited January 26, 2017 by Roald Added a overview SirK and hgn 2 Quote
spa Posted August 27, 2016 Report Posted August 27, 2016 Really strong update! A Site feels great now and I love the boost spot on the B site B itself, however, feels a little tight. Maybe add a connection into the site from the middle of the double staircase which already feels a bit long to traverse with no choice ? This would add another loop to move around but also a bit more complexity that could be bad. I would consider shifting the T spawn a bit to the right towards the center. The flank around B is really long now and make the entrance a bit more enticing to pick. Shifting T spawn closer to center would make rotation through the middle a bit faster so i would consider adding a window here to make it more risky to go fast center. Adding that window would also make this room more interesting with more choice - go to window or move into the site + theres a nice option for Ts to disrupt the window spot through the boost. CT can also use the window to scout early if Ts are going fast mid and communicate to team. Just some ideas you can try out anyways Really great progress overall! Quote
Roald Posted August 28, 2016 Author Report Posted August 28, 2016 Hey thanks for the feedback! I agree with B long and I think its worth to try out to move the T spawn a litle and make that kind of window to make that hall room at B more usefull. Idk if T will reach mid tunnel too fast by then and easyly get in the connector to the left. But I will try something to manage this. Maybe a tunnel to B long which reduces the time? Thanks for your feedback! Quote
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