untor Posted January 22, 2020 Author Report Posted January 22, 2020 Every night - compiling Every day - found some issues and bugs Soon we can play - every night and every day! New radar and some new screens from spawns and bombsite B! T-Rexer, zombi, slavikov4 and 32 others 23 12
zombi Posted January 22, 2020 Report Posted January 22, 2020 3 hours ago, untor said: Every night - compiling Every day - found some issues and bugs Soon we can play - every night and every day! New radar and some new screens from spawns and bombsite B! are you sure fog in competitive map is good idea?
Roald Posted January 22, 2020 Report Posted January 22, 2020 I checked it out and the vissibility is pretty good. The fog wasnt a problem for me. BubkeZ 1
Vanx Posted January 22, 2020 Report Posted January 22, 2020 Only one picture shows how much work an creativity has gone into this one. Love it. BubkeZ 1
WAve Posted January 22, 2020 Report Posted January 22, 2020 Such a great looking theme. I'm surprised we haven't seen something set in a swamp before. It looks simple and effective. How does the water around T-Spawn work? From the radar, I'm guessing we can walk through it.
untor Posted January 23, 2020 Author Report Posted January 23, 2020 8 hours ago, WAve said: How does the water around T-Spawn work? From the radar, I'm guessing we can walk through it. You can walk (not running) on water. You can not make a noise (at step).
Talkette Posted January 28, 2020 Report Posted January 28, 2020 Really cool map, really cool team! Hope it gets far, I like the lighting and the fog, it gives a lot of atmosphere!
untor Posted January 29, 2020 Author Report Posted January 29, 2020 (edited) Welcome to the outskirts of Louisiana! A bomb defusal map set in a swamp where the wood industry once glowed with enthusiasm and joy but then was forgotten by man. The sound of machines and humans silenced just as quickly as the water rose, the greenery grew and the animals took over. However, passing boats have recently heard the sound of man again and large shipments of goods appear to be coming to the old sawmill. Housing near the swamp has been in contact with the police... what looked like a routine mission became a struggle to survive, they were not equipped and ready for a fight against terrorists and the forces of nature.SUBSCRIBE AND PLAY! Screens under spoiler Spoiler Edited January 29, 2020 by untor Rump3L, Anduriel, WAve and 33 others 18 18
Lizard Posted January 29, 2020 Report Posted January 29, 2020 Congratulations! Looks awesome, love the foliage! untor and xsanE- 2
BubkeZ Posted January 29, 2020 Report Posted January 29, 2020 4 hours ago, Lizard said: Congratulations! Looks awesome, love the foliage! Thanks mate! Lizard and xsanE- 2
judas Posted January 29, 2020 Report Posted January 29, 2020 (edited) I really love the map, when i was running around on it i really didnt like that your not able to run in the water. It is an good idea but there is quite a big part of the map that you are not able to run at, just walk. I feel that it forces players to go certain ways to avoid being slow. For example around the b site (which i really think you should be able to move freely), if you are tight of time you are forced to a certain path. Or in t-spawn, the left path is instant walk. (maybe make the water a bit deeper in t-spawn so you will walk but around the b-site you are able to move freely) I need to play competetive on it to see if it feels better i think And i do understand that in the way it forces you to walk have alot impact on the timeings on the map aswell Other than that i love the map. Edited January 29, 2020 by judas
Wintrius Posted January 30, 2020 Report Posted January 30, 2020 I'm gonna flip if you don't put an apostrophe on that Mike's sign. No, but for real, this looks incredible. Definitely one of my favorite entries. untor and Lefty 1 1
BubkeZ Posted January 30, 2020 Report Posted January 30, 2020 On 1/29/2020 at 4:56 PM, judas said: I really love the map, when i was running around on it i really didnt like that your not able to run in the water. It is an good idea but there is quite a big part of the map that you are not able to run at, just walk. I feel that it forces players to go certain ways to avoid being slow. For example around the b site (which i really think you should be able to move freely), if you are tight of time you are forced to a certain path. Or in t-spawn, the left path is instant walk. (maybe make the water a bit deeper in t-spawn so you will walk but around the b-site you are able to move freely) I need to play competetive on it to see if it feels better i think And i do understand that in the way it forces you to walk have alot impact on the timeings on the map aswell Other than that i love the map. Thanks for the feedback! The reason why a player goes slow where there is "slime" is because to avoid players not choosing to always use shortcuts or to run around in the slime more than necessary. You have a choice to choose it on certain rounds which can be crucial as it opens up new angles to a bombsite eg. The map is designed so even if you choose to go to the middle in slime as a terrorist after spawn you still have great timing against CT in the middle but you always have a choice to avoid water and slime completely. It is a new unique way to get a player to make decisions and a good way to "limit" one such open map in a smooth way. Squad and Vaya 2
OrnateBaboon Posted January 30, 2020 Report Posted January 30, 2020 Gret map overall, and it will be interesting to see what players think of the slime feature. I found some issues. This mesh gets in the way of seeing players. It is in a lot of places, and whilst it looks great and adds to the theme, I think it will annoy a lot of players. It can be quite hard to clearly see players here, especially up against blood stained walls. This path here I think could be better defined. I only found it after 20 rounds or so, and that was by accidentally pushing up against the ladder. untor, Interfearance, zombi and 1 other 4
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