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WORKSHOP LINK  

ruby_front50.jpg.a6f485f6de64a16e35e5ade06d8c2fd5.jpg

 

 

 

 

 

 

 

[OLD POST]

Hello Mapcore folk,
First I want to say that everything about the layout is still quite rough, work in progress and open for suggestion.
The reason I'm releasing this heavy wip concept is so that I can hopefully catch a glimps of other players and mappers thoughts on the layout early on.

The current overview of the layout:
mockup01_radar.jpg

Bombsite A:
mockup010022.jpg

Mid CT side:
mockup010062.jpg

Mid T side:
mockup010060.jpg

B site:
mockup010061.jpg

Although this build felt pretty stable after quite a few playtests I would still like more playtesting hours / feedback before making any drastic decisions on where to take the layout next.

Here's the workshop link might you want to check it out ingame : LINK

So if you already have some thoughts, angry feelings or whatever that come up when looking/playing the map Please don't hold back and just let it all out. Because the sooner this little unarmed infant baby map learns it's flaws the better right? no mercy.
Thanks in advance!

 

Edited by catfood
Posted

I'd like to have a playtest on this one!

 

from the overview I'm wondering if mid will feel 'sluggish' to play since it's pretty long end to end. Top bombsite looks like a chore for CT players to get to at the start of the round too. Can't tell a great deal from just an overview though :P

Posted

My gut reaction is that there's too many 'S' shaped narrow spaces that breaks flow and make the map hard to navigate and learn. At one point the CTs are actually moving backwards to get forward in the map. But I like the crooked angles conceptually I would just tone it down a bit :)

Posted (edited)

the great master of cs mapping gives me a early chance to tell him my thoughts on his next map? dont want to miss that one :)

First to the Bombsites:
I have to say that my biggest concern about your last map was the similarity of A and B. In this map both bombsites offer a very similiar playstyle, too.
Boths spots have around 3.5 entries and you will often try to hide in one of those arms till the CT touches the bomb. Both spots have only one small wall near the bomb
for another option (especially B, A has one extra option between the wall with the crack and the crates). The A site is okay, and is clearly the better one. Stick to it but change B nearly completely to change the playstyle around the spot. Its not fun to get a shot in the back while defusing at B 90% of the time.
btw the crate at the B site is not high enough. you dont feel safe while planting in the corner.

screenshot of B:

a5OJcjw.jpg


screenshot of A:

FuOgUfZ.jpg


Mid:
Mid feels CT sided (it doesnt mean it really is too much ct sided, i tested this map alone). Ofc the wall where my crosshair is pointing at is too dark (even for a playtest).

MXY7KHZ.jpg

While i go along the only possible T path, except the boost/jump spot, i feel even more uncomfortable and feel a real disadvantage because i have to worry about
both sides of the big crate and a complete different angle, the wall to the left where CTs can surprise me from the back. -------------

vozKh0i.jpg

10 mins later: I changed my view about mid ^^. Yes you can feel uncomfortable as a T but it can be similar for a CT and mid offers a nice tension.


Otherwise i really like your play with these different heights in most places around the map. Maybe the direct way from T spawn to B needs some more cover.
It feels very open. But a more natural fitting thing might be better in the end then my drawing. depends on the theme.
cJYf2l6.jpg

 

hope i offered you new thoughts.

Edited by baem123
Posted (edited)
On 15/09/2016 at 2:15 PM, Vaya said:

I'd like to have a playtest on this one!

 

from the overview I'm wondering if mid will feel 'sluggish' to play since it's pretty long end to end. Top bombsite looks like a chore for CT players to get to at the start of the round too. Can't tell a great deal from just an overview though :P

Saw we both made a request for a public mapcore playtest this thursday, It's gonna be fun to crucify each others creation :B
I agree mid looks pretty long on the overview but I don't think it feels that way ingame due to the height differences and smoke/boost options but please let me know what you think after the playtest ;)

 

On 15/09/2016 at 3:24 PM, spa said:

My gut reaction is that there's too many 'S' shaped narrow spaces that breaks flow and make the map hard to navigate and learn. At one point the CTs are actually moving backwards to get forward in the map. But I like the crooked angles conceptually I would just tone it down a bit :)

I'm not sure I see what you mean with where CTs have to move backwards to get forward, you mean the part when CT go mid through A site?

 

On 15/09/2016 at 5:03 PM, baem123 said:

First to the Bombsites:
I have to say that my biggest concern about your last map was the similarity of A and B. In this map both bombsites offer a very similiar playstyle, too.
Boths spots have around 3.5 entries and you will often try to hide in one of those arms till the CT touches the bomb. Both spots have only one small wall near the bomb
for another option (especially B, A has one extra option between the wall with the crack and the crates). The A site is okay, and is clearly the better one. Stick to it but change B nearly completely to change the playstyle around the spot. Its not fun to get a shot in the back while defusing at B 90% of the time.
btw the crate at the B site is not high enough. you dont feel safe while planting in the corner.

Thanks for your feedback on the bombsites. I noticed during playtests that both sites were played pretty much equally and while B was rushed almost every time A site got a more conservative approach, for instance the little alley next to the T entrance was used a lot to get a better view of what was going on onto the site before moving in.
I get your point concerning hiding spots and cover on sites. Although everyone that attended to a playtest found nice spots to plant or defend sites, cover is still something I'm working on to get right and will probably change quite a bit over time.

Edited by catfood
Posted (edited)
8 hours ago, catfood said:

I'm not sure I see what you mean with where CTs have to move backwards to get forward, you mean the part when CT go mid through A site?

Yeah that space feels a little zig-zaggy and could perhaps be consolidated a bit,

Spoiler

catfood.jpg

This could make some players lose orientation and make the map harder to navigate.

Edited by spa
Posted (edited)

Hello! first I want to wish you all a Merry Christmas :)  and I also want to share with you the progress I've been making on the map the past couple of weeks. Most of the time I worked on the cosmetic part of the map but I've also been busy fixing minor layout issues that were found during playtests.

Here's the result in screenshot form:

de_ruby0015.jpg
Bomb site A



de_ruby0016.jpg
Terrorist spawn



de_ruby0007.jpg
Counter-Terrorist spawn


1.jpg
Connector



de_ruby0012.jpg
Mid



de_ruby0010.jpg
Bomb site B



ruby_overview.jpg

I hope you guys like the theme and direction the map is heading :)

Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=824953314&searchtext=

Ps. the map location is not San Francisco but Lisbon! :)
 

 

 

Edited by catfood
Posted
11 minutes ago, gleddez said:

This looks really nice, I'll have to check this out on the Workshop. Where is the setting? Didn't Shipped, like, just get released? Do you ever take breaks? :P Good stuff!

Yea he once in a while take a few minuts to eat a sandwich or something and then continieus mapping.

Its located in Lisbon if I did read it right, right?

Greybox looking awesome on the screenshots already! Gonna check it out ingame real soon 

Posted

Pretty awesome stuff!

We might have time to playtest it in a few weeks. But at the rate it is advancing it might be ready by then :)

I like how the corridors got widened, I think it makes for better gameplay, mid changed for the better as well. The scenery is just stunning.

The only thing that bothers me still is that thing on B short that splits the route in two. It makes fights there a bit awkward there, not really sure what is the purpose of it :P

20161225143505_1.jpg

Posted (edited)
On 24/12/2016 at 9:42 PM, gleddez said:

This looks really nice, I'll have to check this out on the Workshop. Where is the setting? Didn't Shipped, like, just get released? Do you ever take breaks? :P Good stuff!

 

@gleddez @Roald Yes the map is based in Lisbon (not San Francisco!) and that's right de_shipped got released not that long ago but while I was working on shipped I was planning and preparing this map in the background so I could have a quick start on it.
 

On 25/12/2016 at 3:46 PM, KODIAK said:

Pretty awesome stuff!

We might have time to playtest it in a few weeks. But at the rate it is advancing it might be ready by then :)

I like how the corridors got widened, I think it makes for better gameplay, mid changed for the better as well. The scenery is just stunning.

The only thing that bothers me still is that thing on B short that splits the route in two. It makes fights there a bit awkward there, not really sure what is the purpose of it :P

20161225143505_1.jpg

@KODIAK Thanks! it would be awesome and interesting to see you guys having a go on the new layout. And the purpose of the block is cover for the CT that's defending bombsite B on the Mid to B connector but I've heard more players complaining/asking questions about it so I could maybe try removing the block or tweak the cover a bit to see what happends

Edited by catfood
Posted

Not sure if the newer builds changed this area but was it intentional that players had to run all the way to T spawn to get to the B route? Deincentivizing CT's mid flanks? I remembered as a T, if I wanted to change my mind on a mid push, rotations felt a bit long. Other than that, the map was great.

d09N5n7.png

Also, do you always model every prop out before starting on the texturing? Is it faster or something?

Posted

@kinggambit Glad you like the map! and if you want to go B long from mid you could climp up two crates next to the ramp so you wont have to run all the way to t-spawn and back to get to B long from mid.
And yes I try to get all the models in as blockmeshes asap this way I know how much textures and meshes there need to be created and it also gives a good sense of scale and detail density early on :)

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