Roald Posted August 7, 2019 Author Report Posted August 7, 2019 3 hours ago, Prec1sioN said: This looks really nice... the only issue is that ofcourse I want to win but I also want your map to win at the same time it looks really damn nice tho Good Luck Haha thats sweet! good luck to you aswell sir and happy mapping!
Roald Posted August 8, 2019 Author Report Posted August 8, 2019 (edited) Based on the recent playtest and feedback by @Momoderator I have add big changes to the map and I feel happy with the layout for the first time, so guess thats a good sign! EDIT: a video of the map with some usefull nades New radar: Tactical nades: Spoiler Radar showing defensive and attacking smokes & molotovs: More Images: Spoiler Some more ingame pictures: Edited August 9, 2019 by Roald gordonfeetman, Radu, a Chunk and 11 others 12 2
Roald Posted August 28, 2019 Author Report Posted August 28, 2019 (edited) The point of no return Hello Mapcorians I am about to write stuff down that was a lesson for me and could be a lesson for others aswell. You may skip the text and check out the new screenshots or give some time to give this a read. For those who followed my progress could have noticed I started off big. I wanted to put in alot of art ideas right from the start and focus on the asthetics of the map already. The reason why is simply because Enviorment Art is the lesser thing I like to do, so why not work on it during the Level Design progress. I knew I was going to take a risk, but I just wanted to try and take it and see how this work out for me. At first it started out great, I had a clear vision of what I want, but afther a few playtests I had to change stuff in the layout I kinda wanted to hold on to. I did so and done 'minor' changes to fix certain things, but not enough to make it succesfull for the next playtest. During this progress I think I had 5 playtests in total with each time a small improvement, but not the way I wanted it to be. It was very hard to keep things in Hammer organised since I started off the wrong foot and put in so many details on such a small grid, it was a pain in the ass to rework it. I ended up frustrated by reworking whole areas, but still didn't fixed the issue of my workspace becoming a mess on most parts of the map. Afther the previous two playtests I decided to rework the entire map and that's what I did. I went back to graybox and reblocked some of the geometry in Hammer and cleaned it all by using a overall larger grid and less unnessecary details. I decided to do some big changes and reworked B entirly, midle and T spawn. The map still needs to be playtested, but atleast I broke the barrier to sacrifice the art, to keep more focused on the gameplay. It wasn't all for nothing though. I think its not bad to put in extra time and details on important areas like the bombsites to work with more natural cover and corners, atleast thats the way I like my maps instead of a square site with a bunch of crates Momo has not much time, if there is a great enviorment artist who can make custom assets, then please hit me up! My goal is to start on the enviorment during september. Edited August 28, 2019 by Roald Kokopelli, mr.jogurt, Vanx and 23 others 23 3
Cashi Posted August 31, 2019 Report Posted August 31, 2019 This map is looking really promising. Keep up the great work Roald 1
blackdog Posted August 31, 2019 Report Posted August 31, 2019 Looks awesome already tbh, I hope you find an artist to collaborate and give it justice. The blockout stage take is something you can pass on to your kids one day Roald 1
Interfearance Posted September 1, 2019 Report Posted September 1, 2019 You are the only reason I started using ref b textures, there is no point in scaling and messing around with measure wall textures to look good when they will be replaced later anyway. Roald 1
Roald Posted September 1, 2019 Author Report Posted September 1, 2019 18 hours ago, Interfearance said: You are the only reason I started using ref b textures, there is no point in scaling and messing around with measure wall textures to look good when they will be replaced later anyway. Thats a really good move! It will allow you to focus on the geometry only and you know, grayboxes can be very beautiful! No need to worry about nodraws, alligning texture faces and having no worries about consistency in colors. Its super nice. That50'sGuy, Interfearance and Chi 2 1
Roald Posted September 10, 2019 Author Report Posted September 10, 2019 (edited) Map is too big.. Map is too small.. CT can't play agressive.. Map is too T sided.. CT can be too agressive.. Map is too CT sided.. 100 years later and 1.000.342.453 playtests later there is a new update for you guys. Hopefully the map is now more balanced and more fun to play Edited September 10, 2019 by Roald Donskioni, DutchCrazyGamer, Radu and 16 others 18 1
Roald Posted September 17, 2019 Author Report Posted September 17, 2019 (edited) Hey guess who is back So I had another playtest, still too CT sided. Basicly the team controlling mid was controlling the whole map and that was CT most of the time. Now I seperated bridge from canal and made the map alot more T friendly. I hope the next playtest will be the final one. Oh, and @jakuza made some really great assets for me to work with: (still very WIP though!) Edited September 17, 2019 by Roald esspho, jd40, Anduriel and 11 others 12 2
MikeGon Posted September 18, 2019 Report Posted September 18, 2019 Very good progress so far @Roald @Momoderator, happy to see you're starting to get some art in there too!! I ran through it real quick, looks like a solid layout, I really like the bombsites in particular! One thing I'd like to point out, I see a lot of similar 90 degrees corners and corridors with similar width, which feels a bit repetitive. I know visuals are gonna help making them feel different, but I strongly suggest injecting some variety in there early at blockout stage. Some corridors could be tighter, angled while sticking to the grid, have a volume (pillars, what have you) in the middle of them, etc. Some of those corners could have a different shape, like a rounded or 45 degree shape in the corner either by changing the blockout or by using props to create a volume, like vertigo here: Notice how this could totally have been just another 90 degree corner, but instead they made it a lot more unique (I'm strictly talking about the layout, here) Great example from your map: (althought this one has an impact on gameplay because of the cover, and I'm not saying they should all have a thing like that, but you know what I mean...) Again good progress, can't wait to see the next update!! JackT, Roald and mr.jogurt 3
Roald Posted September 18, 2019 Author Report Posted September 18, 2019 @MikeGon good point, will see what I can do. I think stuff will defenitly change during the art pass
Roald Posted October 30, 2019 Author Report Posted October 30, 2019 Its been a while since I posted in here.@jd40 is now on board, working on the enviorment art on B site. There have also been some changes in the layout aswell and because of that we have done some more playtesting. Bombsite B have had a huge overhaul and also the timings have drasticly changed with a new CT spawn that provides slower timings into midle. All in all I am happy with the layout for what it is and its time to fully focus on the enviorment art. In the meanwhile I am doing a first art pass on T spawn by using @jakuza his lovely assets he have been working on lately. Vaya, Squad, JackT and 21 others 19 5
dmu Posted October 31, 2019 Report Posted October 31, 2019 (edited) Calling it now, the top three is going to be a fight between Anubis, Everest, and whatever thewhaleman is doing. Edit: Forgot about Mutiny, that map is also probably going to be up there. Edit2: No one will see this, but I completely forgot about @untor and @BubkeZ's swamp. That map will definitely be in the top 2. Edited November 9, 2019 by DMU222 Realized I am a stupid idiot dum dum JimWood 1
DeadKnife Posted October 31, 2019 Report Posted October 31, 2019 sad noises intensify For real though, these maps are amazing
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