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When I聽played the map I had a few聽concerns

The long outside route towards A was veeery long. It was so long that it wasn't really viable to use apart from some unexpected flanks.

The clipping really made it hard to focus on fighting the opponents. It was often a PvE fight to get in certain places.

Then the timings for B were a tad too quick for CTs as well. You can push out and frag Ts which are still on the hill running up. Felt a bit cheeky

Generally, some areas felt a bit underdeveloped in terms of options. When I think of maps taking place on a carrier, I kinda expect a 50/50 mixture of long range and CQB. The CQB part was a bit missing imo. Even indoors I had that feeling. Your very unique setting for the theme allows to balance the range of battles quite nicely in theory. Outside: Long range, Indoor: CQB. Maybe you can play around with that a bit more

In terms of visuals: Considering the carrier stranded (years ago?), I wish there were a lot more wear to it. Rusty metal, sheets of rusty metal hanging around, scavanged electronics inside etc etc. There's a lot of crazy stuff you can do.

I certainly have to play more so I can give more precise聽feedback. This is just the overall feeling I've got from that one game.

The map's got聽a sick theme and I'd love to see it become the best it can be. You got this 馃憤

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4 hours ago, El_Exodus said:

When I聽played the map I had a few聽concerns

The long outside route towards A was veeery long. It was so long that it wasn't really viable to use apart from some unexpected flanks.

The clipping really made it hard to focus on fighting the opponents. It was often a PvE fight to get in certain places.

Then the timings for B were a tad too quick for CTs as well. You can push out and frag Ts which are still on the hill running up. Felt a bit cheeky

Generally, some areas felt a bit underdeveloped in terms of options. When I think of maps taking place on a carrier, I kinda expect a 50/50 mixture of long range and CQB. The CQB part was a bit missing imo. Even indoors I had that feeling. Your very unique setting for the theme allows to balance the range of battles quite nicely in theory. Outside: Long range, Indoor: CQB. Maybe you can play around with that a bit more

In terms of visuals: Considering the carrier stranded (years ago?), I wish there were a lot more wear to it. Rusty metal, sheets of rusty metal hanging around, scavanged electronics inside etc etc. There's a lot of crazy stuff you can do.

I certainly have to play more so I can give more precise聽feedback. This is just the overall feeling I've got from that one game.

The map's got聽a sick theme and I'd love to see it become the best it can be. You got this 馃憤

Thanks, agree with a lot ...especially timings needs to be improved upon, think I'm going to remove the outside part, it didnt turn out how I anticipated,聽

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Hey, I will try give some more detailed feedback, but it's really time consuming.

For now I just found few things while playing match.

I can't see my crosshair because of too strong light

bWAlHP0.jpg

You have some places with gaps like this. It's really bad for gameplay.

J0jgB8G.jpg

Weird spot. I think it's better put some barrel to cover than thing that cover all your body and giving you small gap to face.

og08O8R.jpg

About barrels and containers.聽I have no idea how they put this big containers inside. Normal forklift or even 2 woudn't be able to do that and for sure it won''t be safety.

Also there is too much barrels. Only cover we have are barrels. It's a little boring to be honest.

Last. You can't see your beautiful graffities on CT spawn because of water :(

dYQXRcO.jpg

The map is nice and original, but gameplay needs some corrections. I will try give some newbie feedback tomorrow. Good job man and don't listen聽frustrated people. It's hard to make original layout and I respect you made it.

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On 2/22/2020 at 11:19 PM, zombi said:

Hey, I will try give some more detailed feedback, but it's really time consuming.

For now I just found few things while playing match.

I can't see my crosshair because of too strong light

bWAlHP0.jpg

You have some places with gaps like this. It's really bad for gameplay.

J0jgB8G.jpg

Weird spot. I think it's better put some barrel to cover than thing that cover all your body and giving you small gap to face.

og08O8R.jpg

About barrels and containers.聽I have no idea how they put this big containers inside. Normal forklift or even 2 woudn't be able to do that and for sure it won''t be safety.

Also there is too much barrels. Only cover we have are barrels. It's a little boring to be honest.

Last. You can't see your beautiful graffities on CT spawn because of water :(

dYQXRcO.jpg

The map is nice and original, but gameplay needs some corrections. I will try give some newbie feedback tomorrow. Good job man and don't listen聽frustrated people. It's hard to make original layout and I respect you made it.

Thanks for the feedback,
The hiding angle behind the light should have been fixed in a previous update, I'll go ahead and fill in the peeks through the bombs and see what I can do about the over bright wall...

I've kept the two layer of stacks for the barrels, but perhaps I need to swap them on either side to break up how repetitive they become, I agree what you are saying about the big containers, they do feel a little out of place, here are some of the reference images I've been using for the interior:

US_Navy_040424-N-7695R-001_The_hangar_bay_aboard_USS_John_F._Kennedy_(CV_67)_is_full_with_ammunition-he_fast_combat_support_ship_USS_Seattle_(AOE_3)_and_U.thumb.jpg.51d31a93c66944470c13066dff670d0f.jpg

1605561348_US_Navy_070405-N-9712C-001_The_hangar_bay_of_the_aircraft_carrier_USS_Ronald_Reagan_(CVN_76)_fills_with_bombs_missiles_and_small_arms_ammunition.jpg.1560aff8a24f67f70f95c25a21220b4d.jpg

Will see if I can find any more fitting props,

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