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Posted
On 5/31/2018 at 10:49 PM, I ♡ The 1950's said:

A bit unrelated I know, but I do want to say that you sure do a great job at buildings!

Thanks! Much appreciated :) 

  • 4 weeks later...
Posted (edited)

You know what, it would be nice if you could mark it somehow where the bomb zone starts and ends on top of the bridge. For example, with light poles so that it can be seen from underneath.

Spoiler

letsgo.jpg.22c848d1317f0b29163b6ece3f8cba71.jpg.ffa11725f57168edad50290f4249f11f.jpg

 

Otherwise if you've planted the bomb on top, CTs can just smoke it and it's very difficult to tell where you've planted the bomb if you're on the lower level or at long. There are different situations where this could be useful, or maybe you want it to be this way so that it's very difficult to defuse without a smoke, whereas, with a smoke it's much easier, idk.

Otherwise it's starting to look really sick visually, you're almost there.

Edited by NikiOo
Posted

I think you need to re-evaluate the upper plant area itself. As i remember from playing Kaizen, it felt really annoying once the bomb is up there. Maybe some little higher railings/cover up there could make after-plants more interesting. Liking Nikios idea though

Posted

are you planning on covering some areas with signage? I like the way the map is heading but it's sooo clean just now.

also fine with the bridge as an idea but can't help but think that

 

A) it's thematically a little awkward with no hardrails etc.

B) curves make some weird angles. I think it would play better flat with some areas blocked off?

  • 7 months later...
Posted

Looking great!!

One thing I noticed by watching the video is that every area feels a bit similar, which makes the map harder to navigate for first time players. One way to solve could be by color coding some areas, or having strong themes in specific areas, restricting specific props only to those areas. Let's say, CT spawn has majorly blue signs/lighting, Bomb sites are mostly red/orange, maybe the middle of the map has a lot of vegetation, the subway could have green walls etc... so you know exactly where you are without having to think about it.

You have an incredibly solid base and with some minor readability/navigational/lighting tweaks, this map will be really special!

Here's an example of how we did this in Lijiang Tower in Overwatch:

Spoiler

 

As soon as you come out of the spawn you see the pig sign. The lighting here is mostly blue/purple.

thiagoklafke_lijiang_02.jpg

Then you walk through a food court:

thiagoklafke_lijiang_03.jpg

Then the same theme is applied to the indoor area. These are the same props but inside they have a different feeling. The lighting here is darker than the exterior (so you go from light  to dark and back to light once you come out again)

thiagoklafke_lijiang_04.jpg

Then you go through another courtyard, this one with statues (this is the only place in the map these statues are used, and the red lanterns weren't used in other parts either)

LiJiangTower.jpg?1468378059

Then you go through a garden. The lighting gets warm. This is the only area in this point with grass.

thiagoklafke_lijiang_06.jpg

And then you are inside the tower (doesn't really have a specific theme, but this art kit is only used here, making this feel unique). The lighting is the warmest here.

thiagoklafke_lijiang_05.jpg

Hope that helps :D

 

 

  • 2 weeks later...
Posted

We enjoyed the gameplay on this one quite a bit and saw a very easy, linear path to having it look great too. Excited to run around the new version with all the updates. I remember the path where the bridge was felt great, and where the trees used to be feeling odd and disconnected, curious to see if that has been improved.

  • 1 year later...
Posted

Hello, haven't posted in a while so here's a quick review of the latest update for Kaizen. Along with some layout and visual adjustments I worked on prototyping a small mod to the Wingman mode in Kaizen. It's currently set as the default Wingman mode (not custom) when playing the map from the workshop. Players begin the match attacking and defending A, the following round each team attacks and defends B and this loops until one duo is victorious. 

Here's an overview of where each team spawns and how much of the original map is utilized. 

Spoiler

de_kaizen_rc1_radar_wingman.png.f131dce734b2bbbf4ef85d43197f37bb.png

Additionally here are the patch notes and a screenshot album.

SteamWorkshopOct31stUpdateScreenGrab.JPG.b0980f40893d452109cb0dd515a21e2e.JPG

Kaizen RC1 Oct 31st 2020 Screenshots

With Kaizen getting some playtime on the hub and players finding and reporting bugs there's another update looming, but before you go, and thanks for reading by the way. What do you think of this Wingman mod?

 

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