Thewhaleman Posted October 12, 2016 Report Posted October 12, 2016 (edited) De_Rooftop ( Pending Name ) is a map set in Hell's Kitchen, Manhattan atop the rooftops. Public Version: 5.1 http://steamcommunity.com/sharedfiles/filedetails/?id=691608815 Version 5.1: After several tests with different groups the map layout is finally in a playable state. I will start detailing locations that are not likely to change and looking at refining other places I don't think work well. Version 6 Sneak peak: Spoiler Currently being pushed for development is T spawn, seeing as there is no huge issue in timings I don't see this area changing a lot in the coming updates, so it'll be a huge focus of v6. With v6 I will also be making some changes to mid 2 B, I just don't like it, along with removing some OP angles and fixing up some prop placement v6 will be a good step forward. Feedback on v5.1 would still be highly appreciated. Here is a pretty gif. Any Feedback would be awesome. Edited October 12, 2016 by Thewhaleman Smileytopin, SirK, Fnugz and 12 others 15 Quote
-cDJ- Posted October 13, 2016 Report Posted October 13, 2016 Looks very unique and I am looking forward to getting home and checking it out. Thewhaleman and Smileytopin 2 Quote
Thewhaleman Posted November 4, 2016 Author Report Posted November 4, 2016 V6 is live. Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=691608815 Radar Outside T spawn Garden T spawn Layout progression. Squeebo, Fnugz, OrnateBaboon and 10 others 13 Quote
w0llmart Posted November 4, 2016 Report Posted November 4, 2016 (edited) it's a really nice technical layout you should focus the areas on around the bombsite if you're going to keep working on this, the objectives are at the edges of the map regardless of which routes you take onto the sites and the bombsites are going to be sided(overly safe) if you don't give and take on a per segment basis its like it gets worse if you start missing and there's no way back into a round besides getting a kill on the other side of the map because. appreciate how many mistakes a terrorist gets to make compared to a counter terrorist, its a huge disparity that can't always be solved with cover and utility usage. Edited November 4, 2016 by jebus_c try flipping the ct and t spawns and see how you feel about it Vaya 1 Quote
Squeebo Posted November 5, 2016 Report Posted November 5, 2016 Played 20 rounds or so with bots, the layout seems pretty solid, and the scale seems good for a competitive match to me, though it does feel on the small side. It's cool that half of middle is a pit players have to travel around, helps reinforce the theme of the map. The setting feels very fresh to me, I like the direction you're taking with the visuals. This could be a viable safe plant spot, though I do assume it's not plantable as it might be too powerful: The clipping here feels a little obtrusive, I really thought I'd be able to get over there. It could be more obvious it's not traversable, or you could make let players get up on the roof, which could also be interesting: This route seems like a somewhat drastic turn and felt a little awkward. Perhaps it could be shifted to flow better? Not a big deal but something to consider: These are all very minor gripes, I enjoyed the map, I look forward to seeing it done. I do recommend you submit it for playtesting on Mapcore before finalizing it though. Cheers! Thewhaleman 1 Quote
Thewhaleman Posted March 2, 2017 Author Report Posted March 2, 2017 v7 Public Update Removed T side window replaced with better cover in mid, and a more streamline path, see below. See! CT side mid cover changed along with mid2A Mid 2 B has new path to a crouch hole into B site window. Ts get safe passage into upper A. Added fence for protections against fast pushes, flower pot turns fence into cover to deter aggression from CT. B site window moved, cover added. A site main route modified, cubby added in place of old upper A door. A site now has better places for CTs to fight on site.http://steamcommunity.com/sharedfiles/filedetails/?id=691608815 Fnugz, Squad and slavikov4 3 Quote
cashed Posted March 2, 2017 Report Posted March 2, 2017 Very nice. Was the Division a key reference? MaanMan and Thewhaleman 2 Quote
Thewhaleman Posted March 2, 2017 Author Report Posted March 2, 2017 31 minutes ago, cashed said: Very nice. Was the Division a key reference? I've gotten that question a few times. The original inspiration came from binge watching Netflix's Daredevil season 2. So since day 1 I've been basing things off of Hell's Kitchen in New York. That was the biggest reference for a long time in the development cycle. Wasn't till right before Christmas I finally got around to playing Division with some friends. I will say my friends were highly annoyed when I constantly wanted to explore every rooftop. I'd be lying if I said Division wasn't at least a small reference at this point, but I've been trying to not be a Division clone. I hope the vibe I am going for, and the things I want to accomplish with de_rooftop, help it be it's own thing.. Really though since we are drawing from the same inspiration this can become very hard at times. So... Vaya, SirK, Fnugz and 2 others 5 Quote
cashed Posted March 2, 2017 Report Posted March 2, 2017 Division did a great job with rooftops. I think using it and daredevil as reference is awesome Vaya, Thewhaleman, Fnugz and 1 other 4 Quote
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