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  • 1 month later...
Posted (edited)

I'm back with a bit of an update. I have been starting to mold the theme and direction of the map to where I want it to go. My top priority is to have a balanced yet still fun map. After a playtest from back in December (thanks to Tophattwaffle) I've made several layout overhauls. Them including getting rid of mid vents, adding a mid connector to B for rotations, Adding a yard in front of B site, redefining Ct's path to mid which also connects to basement and a T path to basement to get to ether B site or CT's mid. I'm going to post some of my progress and I will be adding a new radar shortly. 

-I do need to work on lighting a bit more. Everything is a bit too dark right now.

-There are assets I'm using from agency and resort that are just placeholder. I do plan on replacing them with my own. 

 

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Edited by Lefty
  • 3 weeks later...
Posted

Finally got my radar underway. It's not final but will be a place holder until the final product. I have layout issues where on the radar it overlaps so the final radar will be layer. Not a huge issue bu might be confusing to new people too the map. Also throwing in a little tease of the revamped office space (you can see the older on from the post above) cheers! 

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  • 3 months later...
Posted

I haven't updated for ages so here I go:

   One thing I've learned is that everything is subject to change for the better so don't fall in love with your first draft. Compare V1 and V3 together and you can tell lots has changed. Not only the layout of the map  but the map's functionality, size of areas, choke points and gameplay styles ect. Playtesting your map is important but, what is more important is how deal with feedback and incorporate it into your map.  Constructive criticism is important for pointing out the flaws of your map that you otherwise would have failed to notice in the first place. Not all feedback though will benefit your map so take everything with a grain of salt. Great video for that Here.

   When I finished with V2's revise I thought it was final and there was't anything I need too improve. After my 2nd playtest I soon realized there was way more to improve upon. The negative outweighed the positive by a lot. Nothing unsalvageable but tons of small issues of the map built up. That's why just looking at V3's layout is way easier to figure out the paths to sites then V2s layout. If your interested in seeing ether playtest I'll post it: -Playtest1 -Playtest2

  biggest lesson learned don't ever create so much dead space in a map that it's literally "dead space". It's been coined the name No Man's Land during a playtest. I love the fact that it shrunk significantly in each version.

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Here is some screenshots of progress.

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