the0rthopaedicsurgeon Posted November 20, 2016 Author Report Posted November 20, 2016 This should be fixed now. I didn't know how to upload the soundscapes or map script as separate files (which didn't work when packed into the bsp), but apparently they upload with the bsp automatically. Tested it out and the map loads fine now, missed the playtest deadline though so I'll have to wait till next week.
Radu Posted November 21, 2016 Report Posted November 21, 2016 (edited) I won't lie to you, from the screenshots I was expecting it to be bigger. The scale of some areas would be more suitable for a cs:go level. Edited November 21, 2016 by Radu poLemin 1
the0rthopaedicsurgeon Posted November 21, 2016 Author Report Posted November 21, 2016 I was a little worried it was too small, it was originally a Ham and Jam map which had a 24 player limit. I started from scratch and made a lot of areas bigger, but I did still consciously try to make it less wide-open than most official maps while keeping some longer sight lines. The timing between each point is the same as Comacchio so if I have to, I can easily expand the side routes. abc 1
Xanthi Posted December 1, 2016 Report Posted December 1, 2016 Here's your feedback as promised. Mercury is looking great. I like the amount of detail that has been added. The props really help with selling the setting and make it feel more like an actual place, and the crashed plane is a nice touch. The lighting in the level looks good overall, although the bloom is a bit too much. Also, the interior lights feel a bit dull. Maybe try some warmer colors to give your interiors a different feel from the exterior of the map. Gameplay wise the map was really fun to play, though the capture zones can use some work. The A capture zone covering two floors is a bit too much. I would suggest to only make the objective the top floor. B is a great objective, nothing to add here. C is really fun and quite a special gameplay experience, however the capture zone is a bit too large. I suggest to make it only the courtyard and upper walls. And a small side note, I noticed in console that the map doesn't have any ins_viewpoint entities. Looking forward to next iteration and final version of your map. Keep up the great work! the0rthopaedicsurgeon 1
the0rthopaedicsurgeon Posted December 3, 2016 Author Report Posted December 3, 2016 Thanks for the feedback @Xanthi. I found it hard to get an idea of how A and B played, since people were new to the map and didn't have time to learn the flanks, defensive positions etc. I'd already removed the yellow building from the apartment capzone, but I've changed it to just the top floor now too, to see how that plays, as well as changing the doors around and giving Allies a stairway up into the point. I've also moved the First Axis spawn on Offensive back behind the barn to give Allies a few more seconds to set up defences. On B, I thought Allies were at a disadvantage so I've swapped the little side door for a whole new flank. On C, I've taken out the route from the Axis advanced spawn directly to the fort, so they now need to take the main road (past the fountain). The area is still there, you just have to go the long way round. And finally, a texture for the Ju52: okaycomputer, Fnugz, Plat and 5 others 8
will2k Posted December 4, 2016 Report Posted December 4, 2016 15 hours ago, the0rthopaedicsurgeon said: The warm lighting contrasting with the crisp blue sky is really neat keep it up
the0rthopaedicsurgeon Posted December 16, 2016 Author Report Posted December 16, 2016 Finished up the map a few days ago, 3d skybox completed and done some more optimisation, FPS seems a lot more stable now. I'm working on replacing the Bedford truck from Ham and Jam which Jed let me use, couldn't contact the texture artist so I thought I'd just make my own truck since I had a week spare. Hopefully I can get it textured in the next 2 days and get everything uploaded a few days early. 3d sky: AEC Matador: poLemin, Lizard, ashton93 and 12 others 15
Radu Posted December 16, 2016 Report Posted December 16, 2016 It looks fantastic! I can't wait to play it
the0rthopaedicsurgeon Posted December 22, 2016 Author Report Posted December 22, 2016 (edited) Finished and uploaded: Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=803177826 Gamebanana: http://gamebanana.com/maps/193401 Currently supports the 3 main game modes, but is optimised for Offensive. Credits: Neil 'Jed' Jedrzejewski Everyone at Ham and Jam Mapcore CGTextures Edited December 22, 2016 by the0rthopaedicsurgeon Jeddyk, Vorontsov, Andre Valera and 9 others 12
Minos Posted December 23, 2016 Report Posted December 23, 2016 Love this, top notch work! the0rthopaedicsurgeon 1
the0rthopaedicsurgeon Posted December 31, 2016 Author Report Posted December 31, 2016 Thanks for the feedback @Bevielis. I definitely agree that the map feels pretty small - the original, unfinished Ham and Jam version was designed for 24 players and although I made it bigger, while still trying to keep it tighter than the stock maps, it could turn out that it's still too small. Depending on further feedback, I already have ideas for changes, and opening up more buildings to help disperse the players more. Also, I haven't touched Hammer in about 2 years, so I actually really enjoyed just mapping again. Even if this map didn't get a single download, I loved making this little world and putting all the details and life into it. I got really sick of mapping after finishing my L4D2 campaign but now I have tons of ideas again for DOI. Bevster, poLemin, okaycomputer and 1 other 4
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