jd40

[WIP] de_biome

11 posts in this topic

This is my entry for the contest. Whether I'll be able to finish this in time or not remains to be seen.

Theme: Greenhouse with lush jungle (A), caves/tunnels (B). The exterior could either be a desert or snowy countryside.

But first thing's first, gotta get this layout working.

kfQB9Ru.png

cnULTET.jpg

j3chWZK.jpg

Playtest coming soon.

rosk and slavikov4 like this

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15 minutes ago, jd40 said:

This is my entry for the contest. Whether I'll be able to finish this in time or not remains to be seen.

Theme: Greenhouse with lush jungle (A), caves/tunnels (B). The exterior could either be a desert or snowy countryside.

But first thing's first, gotta get this layout working.

kfQB9Ru.png

cnULTET.jpg

j3chWZK.jpg

Playtest coming soon.

Thats some beautiful brushwork you got there. Now lets hope it plays well! :D

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Update:

New layout:

LpbU9Ch.png

Here's a gif showing the changes:

wdepGdg.gif

To sum it up:

  • CT spawn moved up to A
  • A short and mid are now connected for T rotate options
  • Some entries have been choked
  • Added ceilings where applicable.

This will have to be playtested soon.

gav likes this

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Just looking at the gif showing the changes I can instantly see a potential problem.You have removed the connector on T side that links both paths to the sites and as a result the rotate times for T are extremely long. Adding the connector back in would add a risk/reward idea because you have a quick rotate between each site at the cost of passing through mid which could be hard if you do not have mid control, or you could take the longer safer route through T spawn area.

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46 minutes ago, King Skizzy said:

Just looking at the gif showing the changes I can instantly see a potential problem.You have removed the connector on T side that links both paths to the sites and as a result the rotate times for T are extremely long. Adding the connector back in would add a risk/reward idea because you have a quick rotate between each site at the cost of passing through mid which could be hard if you do not have mid control, or you could take the longer safer route through T spawn area.

The one with connector is the new one :)

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1 minute ago, jd40 said:

The one with connector is the new one :)

Oh ok... didn't realise. Maybe add some text on the gif to make it a bit obvious.

jd40 likes this

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Update:

New layout:

Once again A site got most of the attention as it seems to be the most problematic one on playtests.

  • Abandoned the idea of having CT spawn on A
  • Bombsite A increased in size with more cover
  • A long and short have been linked with a connector
  • A long T entry into the bombsite is now a dropdown
  • Terrorists now have default control of "A short open area"
  • Removed verticality on "A short open area"
  • Mid timings have been tightened

J5j7SMa.png

3abRQe1.png

nJ6dGHG.png

 

rosk, Squeebo, Rump3L and 1 other like this

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Update:

Skipped mapcore playtest on the last layout instead we'll be testing this one:

cNcXa7I.png

The only changes are on B. I decided to remove the round "heaven" entry into B, as cool as it looked it just wasn't fun. Apart from that I also added some more holding angles and afterplant options for Ts.

 

Also started with some detailing:

vkuOx7I.png

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6 hours ago, Gooby said:

is that a model or just brushwork?

 

5 hours ago, marble said:

looks like multiple modular models.

Yep it's mostly nuke models, the dome is a custom model.

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