Vaya Posted June 27, 2019 Report Posted June 27, 2019 https://gfycat.com/cleanorneryaardvark esspho, grapen, Byron and 7 others 10
Wintrius Posted June 28, 2019 Report Posted June 28, 2019 I'm getting some cs_downed vibes from this. Vaya 1
Vaya Posted June 30, 2019 Report Posted June 30, 2019 CommonCrayon, Freaky_Banana, irrelevantname and 6 others 9
csWaldo Posted June 30, 2019 Author Report Posted June 30, 2019 (edited) We should have a first playable version soon. Here are some extra screenshots until then. Edited June 30, 2019 by csWaldo jd40, slavikov4, That50'sGuy and 8 others 9 2
Vaya Posted July 16, 2019 Report Posted July 16, 2019 terri is making rocks. I think they are nice. Rump3L, mr.jogurt, Logic and 26 others 28 1
Interfearance Posted July 30, 2019 Report Posted July 30, 2019 Okay I just ran around the workshop version that is up and this is more confusing than Piranesi which I had just played before it. I think the map is less labyrinthine than it is choppy in terms of flow. For example on multiple occasions the player must go forward to go backwards (old minimap, but this part is there): Also the path with an X on it serves to confuse the player further because it seems like the logical route to take but is a dead end. I don't think making it possible to drop down to it from the bridge near A is worth the flow disruption. It seems that this layout hinges around the middles that cross over eachother, but its hard to imagine effectively holding all these areas as a CT. If you don't want to give them free map control you have to contest the upper middle, lower middle, and both sites. This leaves only one 2 player setup. Otherwise you face upwards of 3 attack points on each site. I don't really see the game play value of the lower middle and it confuses the player. It took me 3-4 minutes to understand the map in noclip! The upper middle was much more logical and tied into the crashed airplane and flowed into each site nicely. It seems a bit empty in terms of cover though. My final feedback is that the straightforward T routes drag on forever (12-13 secs each) and the A one in particular offers little interesting terrain variation. I am a fan of unorthodox layouts, but this feels like adding unnecessary layers to an existing design concept rather than actually reinventing it.
Vaya Posted July 30, 2019 Report Posted July 30, 2019 old version. We had a playtest and are reworking the map just now Interfearance and CommonCrayon 2
Vaya Posted September 14, 2019 Report Posted September 14, 2019 Testing a totally redone layout tomorrow. I think the bombsites may be a little undercooked but I want to check this new structure works Slimek, Roald, mr.jogurt and 6 others 9
csWaldo Posted October 12, 2019 Author Report Posted October 12, 2019 (edited) Edited October 12, 2019 by csWaldo Lefty, MikeGon, mr.P and 16 others 18 1
JackT Posted October 12, 2019 Report Posted October 12, 2019 (edited) Happy that development is still happening. Edited October 12, 2019 by JackT
Viter Posted October 14, 2019 Report Posted October 14, 2019 how do you make such nice rocks, what texture size are they? hgn 1
hgn Posted October 14, 2019 Report Posted October 14, 2019 3 hours ago, Viter said: how do you make such nice rocks, what texture size are they? Just sculpting in Blender :p. And the rock collection is packed into a 4096x4096 texture. Might need to find a way to push it higher though. Radix, NikiOo, esspho and 12 others 13 2
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