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[WIP] De_Glace


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V5 is out on the workshop with the new connectors and the stretched out short. Filename's still de_glacev4 though. Here is the slick new radar:radarv5.thumb.png.1be60c4d35787d51d47cfeaf45d7986d.png


De_Glace is rotating on 3kliksphilip's playtesting servers (https://lorum.eu.3kliksphilip.com/servers) alongside 9 other maps. Go ahead and check them out. Support the creators.

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I decided to replace the nuke door frames with my own designs. I made these low-poly models in 30 mins:


I think they look pretty cool. Definitely more interesting and unique than the old ones. They will most likely not be orange though, because the main color on the outside is gonna be orange (except for the ship) and I don't want to have too much of it. Also the indoor areas are going to have a different color theme.

I will make a better/more detailed version of these door frames with actual texture later.

Here is a concept art that I made:


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I was thinking of giving bombsite B a little more personality and a reason for Terrorists to target it and I decided to make it a building/warehouse under construction. Here are some screenshots:


Nothing is permanent. I'm just trying out new stuff to see how it plays out.

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Solar panels:


Still working on the base, but I think the tiles turned out pretty well. Now I just need to find I way to align them :sad:. It sucks that blender doesn't tell you which vertices you've selected on the UV map. I'll add some shades to the white texture and if it does not look better, I'll increase the complexity of the geometry.

Edited by NikiOo
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Just finished the playtest. Got a lot of feedback and I am already working on the next version of the map focusing on fixing shitty angles and improving middle.

Here are some heatmaps that were generated from the playtest:

Player paths:


Although I have made a lot of changes to middle and the connectors to the bombsites, in order to make it more viable for Ts, it was still dominated by CTs because of the close camping positions and bad timings. 

Shots fired:



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Here are some screenshots from the next update. Still not on the workshop:

 - I added these crates to block off the long sightline from inside the bombsite to the T bridge:


 - Ladder decal has been added here:


 - Squeaky door is bigger now:


 - B site aesthetic changes:


 - Now this is something I am not entirely sure if it's a good idea but there you go:


It's a new entrance for Ts to middle. I have connected outside B Long to the little vent room on middle, which before was a very common position for CTs to defend middle from but now it will be more contested. This ladder is like Pop Dog on Train or the ladder on Overpass, it is an option for CTs to push it but they are very unlikely to do so early in the round, because they would be in a significant disadvantage if they end up facing an enemy Terrorist on the other side.

 - So now in order to make it easier for CTs to defend middle and to prevent Ts from easily invading CT spawn and window room, I decided to remove the box below the vents so now Ts need a teammate to boost them:


Also if a CT decides to drop down, he is committed to defending that position.

 - And I added this Radio Tower, which is pretty tall and can be seen from most parts of the map:


It also contrasts with the back wall and it is easy for CTs to tell exactly where Ts are coming from.


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I thought middle was too open and boring so I decided to rework it:

I added a central building that divides it in half:


Second middle:


What this does is, it makes it easier for Ts to take control of middle and quickly reach the B connector and support their teammates on the B site, which is difficult to take only from B Long.

Also there are more positions for CTs to play, but they are not hard to check camping spots, like it was before behind the crates and right next to the T entrance. 

CTs can play from the central front facing door, they can play from vent room, they can play from Second middle, or they can push Squeaky from B.

Mid window also connects to a walkway inside the building separating middle.

There is also a boost spot between the central building and the Radio tower.

It certainly needs some tweaking. I want to make it so the cross can't be blocked off with only one smoke.

I have also removed the connector from Outside B Long to Middle that goes into Vent Room.

I hope you've made middle more interesting. Please tell me what you think about it. I'll playtest it and if it does not work I will try something else.

Edited by NikiOo
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V6 coming to the workshop tomorrow with the new middle, removed underpass and other small changes:

 - Moved upper B box forward

 - Added crates on A to fix weird angles

 - Upper container on the Ship has been cut and there is an invisible ladder

 - Fixed clipping problems

 - A crate under the vents

 - Fixed clipping issues

Here are some screenshots:


The goals of this update are:

 - Make mid easier to take for Terrorists

 - Give CTs more options to play A

 - Concentrate the action to 3-4 choke points

CTs arrive to middle around 3 seconds earlier than Ts so they can take pretty much any position they want. While Ts can now more easily take control of Squaky/B short, it is still difficult to work off that control and take the site.

I'll make a new layout with updated callouts after I recompile this version (because of that stupid ladder that does not want to render).

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Thanks to everyone who took part in the last playtest. It finished with something like 16/3 score and despite the teams being a little unbalanced, it was actually very T-sided. But good thing is, I got a lot of feedback and I have some ideas on how I can fix the biggest issues. I am already working on the next update so here are some screenshots just for the sake of it:


Try guessing where this is:


And some skylights:


And a truck prop I am still working on, decided to try it out in-engine:


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This is what I made in the last 2 days:


I don't know what I think about it. Not very positive about how it turned out.

I wanted to move the B connector closer to the CT side of middle, so I decided to move the whole site, which might not be that bad of an idea, then I connected the connector room/old squeak to the old vent room and got rid of the vent. And also I wanted to make it so the Ts have to fight for control of that sidewalk area next to the ship and then get access to the inside of the ship, but then that curvy path is giving me nightmares.

What do you think about this new ****ty a** layout?

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I just looked around and here are some things that I noticed:


It would be nice to see the entrance on the right become a window so that it adds some height variety as well as being able to contest the platform on CT side more easily.


A terrorist could easily smoke off the cross and make their way to B uncontested which I think is a problem because I already think that the sites are hard for CTs to hold. Having another entrance onto site for free would most likely result in a successful bombsite take everytime because CTs will be overwhelmed.


I had a bot stand right next to the wall below and as you can see they are barely visible even when standing forwards. No player in their right mind would stand any deeper into the balcony as a CT so it gives every possibility that a T could slip past onto site. This is a problem because like I said before I think that it is very hard to hold site as a CT and with an additional entrance onto site for free it is even more difficult to hold. I think this problem of it being hard to hold a site comes down to the size of your bombsites being a bit small so there are not many places to watch areas from all of which can be easily smoked off or burning CTs out of their position.

Also, what is the size of your map in units?



Edited by King Skizzy
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On 7/13/2017 at 5:31 PM, King Skizzy said:


A terrorist could easily smoke off the cross and make their way to B uncontested which I think is a problem because I already think that the sites are hard for CTs to hold. Having another entrance onto site for free would most likely result in a successful bombsite take everytime because CTs will be overwhelmed.

This is one of the biggest problems of V6, that's why I tried moving the connector deeper towards CT.

Edited by NikiOo
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The size of the current workshop version [v6] is ~4250x4700, while on [v7], which I'm currently working on, it is ~4350x4350. 

By the way here is V2 of 'GLACEDOORFRAME' :20170715195835_1.thumb.jpg.b0ec353e3d1e9da844f874fe75d9270c.jpg20170715195843_1.thumb.jpg.48d86b59aca68181a4c149d9609b32e2.jpg20170715195909_1.thumb.jpg.b6b0eecb5492d502fa90927b71cd264e.jpg

And the concept art for this:



Compared to the old one:


Thankfully this one fits in the gap perfectly so I don't have to cut little triangles for the corners.

Basically I added some more detail and a roll up thingy on the top.

And yes, I will texture it.

Edited by NikiOo
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