jakuza 270 Report post Posted June 2, 2018 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 Quote Share this post Link to post Share on other sites
Andre Valera 358 Report post Posted June 27, 2018 https://steamcommunity.com/sharedfiles/filedetails/?id=1216362919 https://imgur.com/gallery/E4n7r9J Kaizen June 2018 Update!!! 7 jd40, VIOLATION, GrillusRetardus and 4 others reacted to this Quote Share this post Link to post Share on other sites
ElectroSheep 1,767 Report post Posted June 28, 2018 Il like all the detailling and stuff but I'm really bothered by the lighting. Like there is too many light sources and different colors that make everything hard to read and understand. Quote Share this post Link to post Share on other sites
NikiOo 367 Report post Posted June 28, 2018 (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 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 June 28, 2018 by NikiOo 4 Ringel, Andre Valera, Vaya and 1 other reacted to this Quote Share this post Link to post Share on other sites
El_Exodus 1,372 Report post Posted June 28, 2018 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 1 Andre Valera reacted to this Quote Share this post Link to post Share on other sites
Andre Valera 358 Report post Posted July 2, 2018 @NikiOo Definitely a good idea to place visual indicators of where the bomb area is from the perspective of anyone off or around the bridge 1 Vaya reacted to this Quote Share this post Link to post Share on other sites
Vaya 3,437 Report post Posted July 3, 2018 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? 1 That50'sGuy reacted to this Quote Share this post Link to post Share on other sites
Andre Valera 358 Report post Posted February 22, 2019 etc. also known as constant updates, bug fixes, sleepless nights wondering "Why?" and the simple solutions that follow. 15 ┌HP┘, blackdog, jd40 and 12 others reacted to this Quote Share this post Link to post Share on other sites
Roald 1,347 Report post Posted February 22, 2019 Great update! I like the vegetation. The map could use some more enviorment sounds to make the city feel more alive. Maybe a radio or television background sound coming out one of the appartments, a car driving by, a plane flying over and etc 5 MadsenFK, FMPONE, Squad and 2 others reacted to this Quote Share this post Link to post Share on other sites
Minos 5,432 Report post Posted February 22, 2019 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. Then you walk through a food court: 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) 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) Then you go through a garden. The lighting gets warm. This is the only area in this point with grass. 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. Hope that helps 21 1 Interfearance, Squad, leplubodeslapin and 19 others reacted to this Quote Share this post Link to post Share on other sites
Andre Valera 358 Report post Posted March 3, 2019 Really appreciate that feedback @Minos 2 FMPONE and Minos reacted to this Quote Share this post Link to post Share on other sites
FMPONE 5,979 Report post Posted March 3, 2019 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. 2 Andre Valera and Interfearance reacted to this Quote Share this post Link to post Share on other sites
zastels 108 Report post Posted March 18, 2019 This map visually looks quite incredible. I feel like it raises the bar! 2 Andre Valera and jakuza reacted to this Quote Share this post Link to post Share on other sites
Andre Valera 358 Report post Posted December 28, 2020 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 Additionally here are the patch notes and a screenshot album. 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? 6 2 Mr.Yeah!, jakuza, esspho and 5 others reacted to this Quote Share this post Link to post Share on other sites