JackT Posted September 16, 2019 Report Posted September 16, 2019 The very close bombsites seem like a weird idea. Would have to see how it plays. That50'sGuy and Interfearance 1 1
Vanx Posted September 16, 2019 Author Report Posted September 16, 2019 (edited) 16 hours ago, Freesh Milk said: The second reference image, are you from around there? It is 2 minutes from my house! If it was in a map, I would for sure be playing. Looking really good so far. Well, the villa is placed on Mount Maunganui, with best beach of the world. Never seen a place like that. The villa is the Palevsky House, Palm Springs. 10 hours ago, JackT said: The very close bombsites seem like a weird idea. Would have to see how it plays. So far it works fine, cause A is underground. Will release a playable version soon. Edited September 16, 2019 by Vanx Interfearance 1
Vanx Posted October 4, 2019 Author Report Posted October 4, 2019 (edited) playable version in the steam-pipeline Edited October 4, 2019 by Vanx RA7, untor, Rump3L and 5 others 8
Vanx Posted October 4, 2019 Author Report Posted October 4, 2019 Have fun and drop me a note for improvements https://steamcommunity.com/sharedfiles/filedetails/?id=1879584567 VicJoe46 and Interfearance 1 1
VicJoe46 Posted October 6, 2019 Report Posted October 6, 2019 So I ran around your map for some time and this is what I would focus on: 1. I Think Gameplay-wise having this kind of close combat and such small hallways doesnt go well. I would restructure most of that, to create better areas and hallways indoors. 2. I think outdoors is maybe a bit too open or needs some more cover/props, compared to inside were some props felt unnecessary or just for the purpose of having some (like the two frames, after going up the stairs from t-spawn). So i think some cover would help, because right now it feels like there are very long sightlines and not much holding spots 3. I do also believe the two bombsites being kind of close might form a problem, it feels like if you plant at one site, the ct would already be there to retake (too fast). 4. The position on top of the house might be extremly op, i would be careful implementing that 5. I think T-Spawn needs to be flattend out and needs shorter grass. 6. The map has a lot of glass and wallbangable stuff. I think the aquarium in the larger area is totally fine and quite unique which i like, but it's maybe too much glass everywhere, so that there are too many angles to be careful of. Anyways these are some of my notesfor improvement for the map, but i can only say so much. I do still think your map has great potential and looks really fancy and visually pleasing already, but I do really recommend doing a playtest, I think it would help you focus on improvement areas for the map and give you a good feel of how the map is played, which can help it immensly.
Vanx Posted October 6, 2019 Author Report Posted October 6, 2019 9 hours ago, VicJoe46 said: So I ran around your map for some time and this is what I would focus on: 1. I Think Gameplay-wise having this kind of close combat and such small hallways doesnt go well. I would restructure most of that, to create better areas and hallways indoors. 2. I think outdoors is maybe a bit too open or needs some more cover/props, compared to inside were some props felt unnecessary or just for the purpose of having some (like the two frames, after going up the stairs from t-spawn). So i think some cover would help, because right now it feels like there are very long sightlines and not much holding spots 3. I do also believe the two bombsites being kind of close might form a problem, it feels like if you plant at one site, the ct would already be there to retake (too fast). 4. The position on top of the house might be extremly op, i would be careful implementing that 5. I think T-Spawn needs to be flattend out and needs shorter grass. 6. The map has a lot of glass and wallbangable stuff. I think the aquarium in the larger area is totally fine and quite unique which i like, but it's maybe too much glass everywhere, so that there are too many angles to be careful of. Anyways these are some of my notesfor improvement for the map, but i can only say so much. I do still think your map has great potential and looks really fancy and visually pleasing already, but I do really recommend doing a playtest, I think it would help you focus on improvement areas for the map and give you a good feel of how the map is played, which can help it immensly. Thanks a lot, many cool Ideas and stuff to think about. Will aks for a playtest at discord
blackdog Posted October 7, 2019 Report Posted October 7, 2019 Just ask @Seldoon182 for some pics of his crib
Vaya Posted October 13, 2019 Report Posted October 13, 2019 playtest files are on discord. let me know if you need help getting them. thanks Vanx 1
Vanx Posted April 19, 2020 Author Report Posted April 19, 2020 Wasnt it promised for all participants to see their score? So sad, that this feetback is not given for the hard work of everyone. Interfearance 1
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