Nohns Posted April 3, 2017 Report Posted April 3, 2017 The new Oil Office Complex, has fallen victim of an avenging terrorist attack, because of illegal and covered up actions in the Middle Eastern Region. This map is set out in a construction site, which is being attacked by terrorists. Bombsite A's objective is to bomb a flattop crane, to stop the construction work, while bombsite B is the main entrance to the office complex, were you are bomb the newly casted concrete pillars. Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=897505527 Overview: Screenshots: Spoiler To see more screenshots go to the workshop here... Known issues: - T-Spawn and CT-spawn buy zones might be little bit off. Fnugz, Radu, GRiNET and 1 other 4 Quote
GRiNET Posted April 3, 2017 Report Posted April 3, 2017 I like the overall feeling of this. However, I have two things that I am not entirely sold on. From the view from the screenshot depicting site it it looks very hard to defend du to the complex shape of the site. Bombsite B looks way to big. Otherwise looking good, will be interesting to see how this progresses! Quote
Nohns Posted April 3, 2017 Author Report Posted April 3, 2017 10 minutes ago, GRiNET said: I like the overall feeling of this. However, I have two things that I am not entirely sold on. From the view from the screenshot depicting site it it looks very hard to defend du to the complex shape of the site. Bombsite B looks way to big. Otherwise looking good, will be interesting to see how this progresses! Hey! Thanks for the feedback. In the first point of feedback, I assume you mean bombsite A, and I agree with you. It's not that great and i don't know how it's going to play. About bombsite B: Have you tried it in-game? Maybe judging from the screenshots the bombsite can look at bit huge, but I think that it has a perfect scale in-game. The upper part you see on the screenshots from bombsite B are not walkable ofc. and it's only the dark grey textures that is. Quote
GRiNET Posted April 3, 2017 Report Posted April 3, 2017 No, I haven't tried it ingame yet. If the upper part is non-walkable, I think it is fine! Nohns 1 Quote
Roald Posted April 3, 2017 Report Posted April 3, 2017 (edited) Hey Nohns, I walked arround your map. Overal I like the brushwork. The theme is there, it's believable, it works. The map seems interresting. I like both bombsites, mostly B bombsite. The sizes are good, don't bother. I like how you used the elivation on B for the CT's. On A you can put some more work into that. Maybe you can also think of some elivation for T's to have a different approach into the bombsite. Well you used the tunnel but the tunnel isn't really attractive for T's, only for CT's rotation. Anyway my feedback. Overall, please fix the places where it seems obvious you can jump on, but for gameplay reasons, which is good, you clipped it off. Just put a prop or brush or something obvious that tells you, you can't go there. On bombsite B, you can think of a more interresting target then a container. I love the connector from midle to B, also the fact it's the place for CT's to hold midle. For midle, it's a litle too small in length. It doesn't really feel like a mid. Also there are alot of small brush walls where T's can boost over and have a peek into mid from alot of random places. I should rework some on mid. Put the T entrances abit more back and maybe simplify it a litle. The connector from midle to A is pure shit xD It's not attractive for T's as they have two better and saver options already. For A bombsite. There are no good spots for CT to defend. Well, defending A main would do, but there is another safe route for T's to come from, which is for them completly safe and I think OP as it's a huge entrance from another angle AND they got the underground connector thing from midle. I think you should make a choise there, keep one of them two OR make the side path to A a squeeky door or something and make the connector more interresting. I hope you get what I mean, kinda hard to explain like this. Something you can think off is swapping the paths at A. So let underground be the 2nd save route for T's and let the more powerfull side entrance be connected to midle. Some general things. Watch out with unused, unnessecary, nasty spots in your map. Corners like this should not be there for gameplay reasons: And watch out for long seightlines like these, I think u can just increase the size of the pillar. Not only for fixing this seightline from A to T spawn, but also for giving T's some to play arround as cover Edited April 3, 2017 by Roald Nohns, Furiosa and Smileytopin 3 Quote
Nohns Posted April 3, 2017 Author Report Posted April 3, 2017 55 minutes ago, Roald said: Hey Nohns, I walked arround your map. Overal I like the brushwork. The theme is there, it's believable, it works. The map seems interresting. I like both bombsites, mostly B bombsite. The sizes are good, don't bother. I like how you used the elivation on B for the CT's. On A you can put some more work into that. Maybe you can also think of some elivation for T's to have a different approach into the bombsite. Well you used the tunnel but the tunnel isn't really attractive for T's, only for CT's rotation. Anyway my feedback. Overall, please fix the places where it seems obvious you can jump on, but for gameplay reasons, which is good, you clipped it off. Just put a prop or brush or something obvious that tells you, you can't go there. On bombsite B, you can think of a more interresting target then a container. I love the connector from midle to B, also the fact it's the place for CT's to hold midle. For midle, it's a litle too small in length. It doesn't really feel like a mid. Also there are alot of small brush walls where T's can boost over and have a peek into mid from alot of random places. I should rework some on mid. Put the T entrances abit more back and maybe simplify it a litle. The connector from midle to A is pure shit xD It's not attractive for T's as they have two better and saver options already. For A bombsite. There are no good spots for CT to defend. Well, defending A main would do, but there is another safe route for T's to come from, which is for them completly safe and I think OP as it's a huge entrance from another angle AND they got the underground connector thing from midle. I think you should make a choise there, keep one of them two OR make the side path to A a squeeky door or something and make the connector more interresting. I hope you get what I mean, kinda hard to explain like this. Something you can think off is swapping the paths at A. So let underground be the 2nd save route for T's and let the more powerfull side entrance be connected to midle. Some general things. Watch out with unused, unnessecary, nasty spots in your map. Corners like this should not be there for gameplay reasons: And watch out for long seightlines like these, I think u can just increase the size of the pillar. Not only for fixing this seightline from A to T spawn, but also for giving T's some to play arround as cover Hey Roald! Woah..! That's sure what I call feedback that rocks! Even including screenshots just shows how much you care about it As I said in a post above, my least favourite site, is bombsite A, as I think It very awkward and not interesting at all. A l o t of things can change there, including the connector which you are also addressing. Talking about the entrances and stuff, all of that will probably change after the playtest. I don't want to do any thing drastic to the level before the playtest. Of course I will probably change some of the smaller things. About the obvious jump spots which is unaccessible places, I was also planing to do that, but with some custom props at a later date, and those will of course be placed. I could maybe place some placeholders for them before the playtest? I think I forgot to mention that the container is containing some sculpture for the entrance part of the building or something like that. At a later state the container will be opened up to show the contents. I have thought about the mid part a bit, about being longer. I came to the conclusion that if i move mid longer back T's would arrive there first, and therefore have the advantage over the CT's. But I could try playing with the thought. The bombsite would probably also have to be moved a bit towards T-spawn if i would move T-spawn even longer back. The mid connector to A, is pretty shit yes, and i think that this is because of the bombsite design being a bit fucked up. I will try to fix up all the little things before the playtest! And again thank you for all the feedback, it's really nice to have something to build from in the future! Quote
Roald Posted April 3, 2017 Report Posted April 3, 2017 (edited) Well yeah ofcourse work with placeholders.. you need it there to see a whole picture and let the gameplay work succesfully. When you decide to extend the midle then you can make a more direct path from CT to the drop instead of the stair arround it and stuff, it will fix your timings. Or well many solutions are there since this theme provides alot of variety in architecture... not everything has to fit, because it's in construction so yeah lot's of options. Edit: u said "i dont know if I have to put T spawn even more back". My 1th thought looking at the overview was like what?? It feld like everything should be turned 90 degrees. Most of the time the range between the spawns is longer then the range between the sites or its about even. U got the opposite. I think moving T spawn back will be positive in every way, but a playtest should tell! Goodluck on your playtest! I hope you will get some nice feedback. Edited April 3, 2017 by Roald Quote
Nohns Posted April 8, 2017 Author Report Posted April 8, 2017 (edited) Update time! It's time for an update! I have made changes as suggested to A site, and fixed some issue which also was addressed in this thread. Screenshots! Spoiler Here are all the changes on A site! The connecter has also gotten an overhaul as you can see. B site has gotten railings to show which areas are accessible Removed gate walls at the bottom of mid Added cover to prevent boosts Added a bit of cover to the pillar in A main to serve as protection for T's approaching the bombsite Changelog: - Railings on B to mark unaccessible areas - Layout changes on A site: - Introduced squeeky on A site instead of entrance #2 - Removed "gay" spots (Thanks Roald!) - The connecter entrance has been repositioned - Added a bit of roof and a half wall to provide cover - Other small bug fixes The workshop page has been updated, so it's ready for use! Edited April 8, 2017 by Nohns Unintentional images Smileytopin, Fnugz, Vaya and 1 other 4 Quote
Roald Posted April 9, 2017 Report Posted April 9, 2017 I have had a quick look, really interesting changes! The connector from midle to A is for both teams very interesting as T's have a nice different angle into the site with a ramp that provides a nice peek and also for CT's, when they push the connector from A, they can have a nice peek into midle, because of the ramp/stair. I like the open area at the sqeakey door to A for grenades and stuff. You should give the door rotation some more speed, I suggest 200 speed. I think right now it's standard 100? From T spawn to A there is a dark place, I would like to see some nice lighting over there. But yeah interresting layout! Would be nice to have a 5 vs 5 competetive test on this one. Nohns 1 Quote
Radu Posted April 9, 2017 Report Posted April 9, 2017 Seems like a solid start. Keep it up! Nohns 1 Quote
Nohns Posted April 9, 2017 Author Report Posted April 9, 2017 (edited) 2 hours ago, Radu said: Seems like a solid start. Keep it up! 2 hours ago, Roald said: I have had a quick look, really interesting changes! The connector from midle to A is for both teams very interesting as T's have a nice different angle into the site with a ramp that provides a nice peek and also for CT's, when they push the connector from A, they can have a nice peek into midle, because of the ramp/stair. I like the open area at the sqeakey door to A for grenades and stuff. You should give the door rotation some more speed, I suggest 200 speed. I think right now it's standard 100? From T spawn to A there is a dark place, I would like to see some nice lighting over there. But yeah interresting layout! Would be nice to have a 5 vs 5 competetive test on this one. Thank you for the feedback, to both of you! It really means a lot. Sooo.... I made yet another update before the playtest Yeah so I couldn't help it, but I had a feeling that the connecter still wasn't good enough so i changed it up again. Third time a charm ehh...? Screenshots! Spoiler Changelog: - The new connecter with a path to CT-spawn to A path. - Fixed the squeeky open time to be twice as fast - Fixed lighting in some areas Edited April 9, 2017 by Nohns Quote
Nohns Posted April 16, 2017 Author Report Posted April 16, 2017 Thought I would share some screenshots of A site that I remade, and I think it's much better now. So I moved the crane further back, and made the bombsite smaller so it's only on two of the sides. Also a path has been added behind it and you can wrap all the way around. CT spawn entrance has been split up into two. The T-entrance has gotten a little twist on it, to make it easier for T's to check and angle on of the time. Check out all the screenshots to see all the changes! The map is not updated on the workshop yet as this is just a wip update. More screenshots! Spoiler MadsenFK, Freaky_Banana, hoistenize and 1 other 4 Quote
Nohns Posted April 17, 2017 Author Report Posted April 17, 2017 (edited) Update #3! Yet another update before the next playtest scheduled for the 23th of April. I changed up Bombsite A again, and made it more fun to play! Also a little bit of detailing in CT-spawn. Workshop has been updated so take a look! Changelog - Reworked A site - Added route to catch rushing CT's - Moved T-spawn to reduce timings to either bombsite - Add a twist to the A-main entrance. Look above for screenshots of Bombsite A Other screenshots! Edited April 17, 2017 by Nohns Smileytopin, Vaya, Freaky_Banana and 1 other 4 Quote
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