Radu Posted October 24, 2016 Report Posted October 24, 2016 7 hours ago, Terri said: I spent this Sunday working on the church, upgraded it a little and played with the style. Still got a bit to fix up but I'm happy with how it is looking right now Nice job on the improved lighting. It really brings everything together. 'RZL, Squad, Lizard and 5 others 8
MeisterYoon Posted October 24, 2016 Report Posted October 24, 2016 Great job! Btw. this looks like the destroyed church of St. Quentin map on BF1. hgn 1
Squad Posted October 24, 2016 Report Posted October 24, 2016 Very nice, Terri! The foliage on top of the walls is a nice touch A minor thing, I'd replace the "inside" of the broken walls with a more fitting texture. will2k, Fnugz and hgn 3
paranoidMonkey Posted October 24, 2016 Report Posted October 24, 2016 Yeah looks nice But be aware that the foliage on the walls would only appear on really old ruins and if those were created by a recent battle that would not apply.
Lizard Posted November 3, 2016 Report Posted November 3, 2016 (edited) Hello everyone. We made some small progress on the map. For the last week we've been preparing map for the official playtest. What you see on the screens is of course wip. We have some changes in preparation but we will reveal them after the playtest.Docks once again A point Bridge Cya! Edited November 3, 2016 by LizardPL OrnateBaboon, Bevster, Squad and 18 others 21
MeisterYoon Posted November 3, 2016 Report Posted November 3, 2016 You might remember me. I was spontaneously in your first or one of first playtest, with curiousity what the hell are you doing. There were only orange boxes, with only possible recognisation, two bridges. It's great to see those orange boxes become a highly artistic creations. hgn 1
Lizard Posted November 3, 2016 Report Posted November 3, 2016 3 hours ago, MeisterYoon said: You might remember me. I was spontaneously in your first or one of first playtest, with curiousity what the hell are you doing. There were only orange boxes, with only possible recognisation, two bridges. It's great to see those orange boxes become a highly artistic creations. Hi We are happy that you still follow the dev process of our map ! Cheers.
Vaya Posted November 4, 2016 Author Report Posted November 4, 2016 here's a workshop link to the playtest versionhttp://steamcommunity.com/sharedfiles/filedetails/?id=792967534 feedback is nice. (couple errors in this file that I didn't have time to fix.) Andre Valera, Lizard and General Vivi 3
Lizard Posted November 20, 2016 Report Posted November 20, 2016 (edited) Hello guys. Lately we have been working on huge update to our map. Unfortunately we can't update the map before todays playtest. The plan for next few day is to clean up the whole map and work on optimisation. Should take around 3 days and then we will put some more love in some areas of the map. We want to take advantage from extended deadline and run as many playtests as possible also making sure no area lags behind on the quality Changes: - Dock area was lowered adding more height variations to the map - Middle cap point was extended to the area underneath the bridge, shifting the gameplay a littlebit to the river making it more viable - Bridge was also lowered a littlebit making the whole middle area more interesting - We added a cover on the bridge (tank transporter) - The long sightline from german spawn area all the way to the church has been deleted (the whole street is shorter and we added a choke point right outside the church area) - Wine cellar is back in latest build Screens: Bridge: River: Street leading to german spawn: German side of the bridge: And once again wine cellar: Hope you guys like it Edited November 20, 2016 by Lizard ashton93, hgn, Vaya and 10 others 13
hgn Posted November 26, 2016 Report Posted November 26, 2016 (edited) I did some photo scanned rocks, and added some more plant life EDIT: Old: Spoiler And since its photo scanned you can go find these rocks on the hills near Bethesda in North Wales, here is the exact location: https://www.google.co.uk/maps/place/Bethesda,+Bangor/@53.1903256,-4.0624458,432a,20y,94.51h,49.87t/data=!3m1!1e3!4m5!3m4!1s0x48650668676b7bcf:0xe37908974e7cb1c1!8m2!3d53.178927!4d-4.058833 And now for some building stuffs (wip)! And finally, a misc railing Edited November 27, 2016 by Terri More buildings + Grave edit 'RZL, Vilham, Vorontsov and 17 others 20
Radu Posted November 29, 2016 Report Posted November 29, 2016 (edited) As Arnie would say, it lookz fantazik, but that graveyard looks like a bitch to navigate through. There's nothing more frustrating than when a level gets in my way. Edited November 29, 2016 by Radu Vaya 1
Vilham Posted November 29, 2016 Report Posted November 29, 2016 Looks fantastic guys. Amazing job. Hope it plays well too. Vaya 1
Vaya Posted November 30, 2016 Author Report Posted November 30, 2016 Thanks for the feedback guys. Playable version getting updated this week, honest! Lizard, rosk and Fnugz 3
Lizard Posted November 30, 2016 Report Posted November 30, 2016 20 minutes ago, Vaya said: Thanks for the feedback guys. Playable version getting updated this week, honest! I can confirm ! rosk and Fnugz 2
Lizard Posted December 3, 2016 Report Posted December 3, 2016 (edited) Hello everyone ! We are very close to pushing big update today.Changes: Graveyard: Now some of the newest screenshots: Our lovely river: Update coming in ~ 3 hours ~ Valve Time TM Edited December 4, 2016 by Lizard Vaya, rosk, 'RZL and 13 others 16
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