Pilot_01 Posted November 8, 2018 Report Posted November 8, 2018 Hi puddy. 1. There's a one sided wallbang from second floor mid to short B. Aim at the locker and you will find out. (sry cant take any screenshot right now) 2. Practical Suggestion: a. Bench at the back of A site is crazy b.B plat is just a little bit wider for one smoke to perfectly cover it. Make it 2 times wider actually XD. c. Remove the clip bushes or make the lights in 2nd floor mid higher so that players wont bump their head when they try to self boost onto the locker. 3.Wild one: 1.Connect A pit to the window that lead to mid(so that the defender rotation from mid to A is longer) 2. Fuck it, Open up the A pit door to mid Interfearance 1 Quote
Pilot_01 Posted November 8, 2018 Report Posted November 8, 2018 12 minutes ago, IGNI said: Hi puddy. 1. There's a one sided wallbang from second floor mid to short B. Aim at the locker and you will find out. (sry cant take any screenshot right now) 2. Practical Suggestion: a. Bench at the back of A site is crazy b.B plat is just a little bit wider for one smoke to perfectly cover it. Make it 2 times wider actually XD. c. Remove the clip bushes or make the lights in 2nd floor mid higher so that players wont bump their head when they try to self boost onto the locker. 3.Wild one: 1.Connect A pit to the window that lead to mid(so that the defender rotation from mid to A is longer) 2. Fuck it, Open up the A pit door to mid I made this tutorial roughly 4 month ago: https://www.bilibili.com/video/av26882424/ hope ppl will find it useful. though the video is in Chinese XD Quote
Puddy Posted December 8, 2018 Author Report Posted December 8, 2018 Hey folks! There's been some experimental updates to the level, which we'll test tonight at 20.00 CET in 5vs5 comp! Feel free to join (limited slots tho ofc)! Some pics below B connector now leads more directly to B, leading to less crossfire/angles in the heart of mid. Easier flow to B. T's timings have been slowed however so CT has slightly more time to setup defenses. A-long has been simplified and entrance to A has a smoother flow. Still WIP ofc. Movement in T-spawn has been simplified and path signage/readability should be improved. + minor tweaks here and there! Serialmapper, blackdog, poLemin and 10 others 10 3 Quote
Oleboy555 Posted August 1, 2019 Report Posted August 1, 2019 Congratulations on getting the map in game! Puddy 1 Quote
Interfearance Posted August 4, 2019 Report Posted August 4, 2019 (edited) Sorry for the annoying watermark. Even with a simple editor it took me like 30 minutes to record and assemble the clips. Edit: Bomb stucks start at 1:40 Also the molotov at 0:25 goes through the floor; not sure you want that. Edited August 4, 2019 by Interfearance Vaya and Puddy 2 Quote
blackdog Posted August 4, 2019 Report Posted August 4, 2019 (edited) 6 hours ago, Interfearance said: Sorry for the annoying watermark. Even with a simple editor it took me like 30 minutes to record and assemble the clips. Edit: Bomb stucks start at 1:40 Also the molotov at 0:25 goes through the floor; not sure you want that. Use Windows Movie Maker, its free, it comes with your computer anyway, it’s good enough to trim and export to Full HD, without watermarks. Edited August 4, 2019 by blackdog Quote
fewseb Posted August 5, 2019 Report Posted August 5, 2019 34 minutes ago, blackdog said: Use Windows Movie Maker, its free, it comes with your computer anyway Not with windows 10, not anymore anyway, you have to go download it from the windows site and reportedly there's a chance that it just wont work even if you install it. Quote
Interfearance Posted August 5, 2019 Report Posted August 5, 2019 (edited) @blackdog Yeah I remember struggling to find it a while back. My idea was that I could cut my render times by half; and I did. However I didn't know there was a watermark until it was too late :(( I guess I should just use premiere. I'm not really going to apply animated lens effects and tweak audio graphs but... no watermark. Edit: I think I just found one that works! I'll make more videos soon hopefully, finding nades is cool. Edited August 5, 2019 by Interfearance Quote
blackdog Posted August 5, 2019 Report Posted August 5, 2019 (edited) 9 hours ago, fewseb said: Not with windows 10, not anymore anyway, you have to go download it from the windows site and reportedly there's a chance that it just wont work even if you install it. That is wrong because it’s what I’ve been using to edit my CSGO highlights yes it’s possible that you have to download the package, I omitted that because I didn’t want to complicate the post. Where there’s will there’s power. I haven’t tried it, but there should be Adobe Premiere Rush for free as well. Youtube has its own trimming system as well I believe. At least it used to. @Interfearance dunno about render time, a 2 min clip takes a couple minutes to save/render on my 4-5 years old machine. I don’t find it a problem. Edited August 5, 2019 by blackdog Quote
Vaya Posted August 5, 2019 Report Posted August 5, 2019 good stuff for them to churn through though! I still think the biggest issue on this map is way too much glass on core contact points. Puddy and Interfearance 2 Quote
Interfearance Posted August 5, 2019 Report Posted August 5, 2019 @Vaya the areas where I felt this the most were def squeek and upper mid. The ladder pane should at least be broken like the one in balcony. @blackdog my cpu is wonky ever since the stock cooler fell off for a month. Even after replacing it for a liquid one and getting a glass case it was never the same. I'm getting a coffee lake i7 next week blackdog 1 Quote
Puddy Posted October 10, 2019 Author Report Posted October 10, 2019 On 8/1/2019 at 11:52 AM, Oleboy555 said: Congratulations on getting the map in game! Thanks! I actually missed that the thread had updated (was on vacation at the time)! Anyway, I thought I'd share some progress on the gameplay overhaul. When the map was added to the game, it kind of lit a fire under my ass and I am pushing to get the overhaul done ASAP. It feels like we are finally approaching the finish line. WARNING: Designer art below. Everything is heavily WIP. You have been warned! A-long: Heavily simplified, less corners to check, more straightforward in general. Also, a more open and epic view! A-site: Pit is removed, stone walls near entrance removed, blinds have been added to window, the globe base is bigger and has been moved to allow for safer plants/block certain angles. Mid: Lower mid is elevated to improve fights with CT window. B-connector is less confusing and more covered from mid. Timings have been adjusted to reduce CT aggression. Glass has been removed from key locations. CT Spawn: Old CT spawn room and staircase room have been combined to reduce the number of rooms and help with navigation. Players now spawn and see their initial choices (A or mid/B) more clearly. + lots of other stuff! Would like to thank the Mapcore crew and everyone else who've helped with the playtesting! You've helped a helpless nerd with mental fatigue to get somewhere. Hats off! Interfearance, morozov, dmu and 12 others 10 4 1 Quote
Puddy Posted October 29, 2019 Author Report Posted October 29, 2019 The update is now LIVE! ---> https://steamcommunity.com/sharedfiles/filedetails/?id=1258599704 Some info about the update is available in a twitter thread here, for those who are curious! esspho and Squad 2 Quote
fewseb Posted October 30, 2019 Report Posted October 30, 2019 4 hours ago, Puddy said: The update is now LIVE! ---> https://steamcommunity.com/sharedfiles/filedetails/?id=1258599704 Some info about the update is available in a twitter thread here, for those who are curious! The changes are nice, but I got to ask, did you edit the nav mesh in T-spawn? One of the things I noted down when you sent out those feedback request forms was that when either team would inevitably get a bot, the bots on T-side would camp out int he open and die immediately to CTs rushing lobby. I suggested setting all the nav tile in T spawn to bad camping spots and then setting the 2 cubbies off to the side of T-spawn to good camping tiles. It seems like a lot of work for such a small change but ive found scrimmage mode to be plagued be abandoning players and a bot on T side with breach might as well of not been there at all. El Moroes 1 Quote
Puddy Posted October 30, 2019 Author Report Posted October 30, 2019 15 hours ago, fewseb said: The changes are nice, but I got to ask, did you edit the nav mesh in T-spawn? One of the things I noted down when you sent out those feedback request forms was that when either team would inevitably get a bot, the bots on T-side would camp out int he open and die immediately to CTs rushing lobby. I suggested setting all the nav tile in T spawn to bad camping spots and then setting the 2 cubbies off to the side of T-spawn to good camping tiles. It seems like a lot of work for such a small change but ive found scrimmage mode to be plagued be abandoning players and a bot on T side with breach might as well of not been there at all. CT rushes have been nerfed in general so that should alleviate this issue, I'll keep an eye on this but right now I would classify this as a very minor thing. Quote
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