DeadKnife Posted July 16, 2019 Author Report Share Posted July 16, 2019 But in the end that cover will have to make sense. My decision right now is that I will cut some props for the playtest and see how it hoes. Freaky_Banana and TelaF 2 Link to comment Share on other sites More sharing options...
That50'sGuy Posted July 16, 2019 Report Share Posted July 16, 2019 Where are the chokepoints of the map? Anything that is T-Controlled at the start behind these areas should have minimal cover (For Deathmatch mode). That's the best advice I can give you without knowing where the chokepoints are yet. Link to comment Share on other sites More sharing options...
DeadKnife Posted July 18, 2019 Author Report Share Posted July 18, 2019 (edited) Cut down some props for the playtest, and a few other minor tweaks. I'll remake B site looks tomorrow, which will be the final thing done to this map before the playtest. Sorry if the marked radar is confusing, I'm not good at these types of things lol. And I'm pretty sure the CT sight line at mid is a bit problematic, as it gives CTs quite a bit of mid control, as well as the ability to pick Ts off, off the bat, which I'm pretty sure shouldn't be the case. Edited July 18, 2019 by DeadKnife Interfearance and sir goober 2 Link to comment Share on other sites More sharing options...
DeadKnife Posted July 19, 2019 Author Report Share Posted July 19, 2019 Last update before the playtest. Can't wait! The playtest will happen at 2PM CST. Type: "connect can.TopHATTwaffle.com; password se" in console to connect. (When it's time of course lol) B Before: B After: Vanx and Interfearance 2 Link to comment Share on other sites More sharing options...
DeadKnife Posted July 22, 2019 Author Report Share Posted July 22, 2019 Playtest was successful. It was fun, but also CT sided, mainly because of the long sightlines. Changes: Removed long sightlines at both A and B entrances Pushed Ts back Removed Control Room, as it was too OP Added more cover to B site Made the map slowly flood if the bomb detonates Other small improvements Mid will be redone in the next update, as it's still very awkward for CTs that decide to rush there. Ynel 1 Link to comment Share on other sites More sharing options...
DeadKnife Posted July 27, 2019 Author Report Share Posted July 27, 2019 (edited) So I made lots and lots of small improvements and not going to list them all. Made more areas where you can see outside. Made different color floors in different 'zones' Didn't drastically change mid so far. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163 Submarine at B Area to look outside CT Spawn (currently kinda bare) Mid (bright right now but I'm lazy) T Spawn B A Edited July 27, 2019 by DeadKnife Karthoum, Interfearance and cruptor 2 1 Link to comment Share on other sites More sharing options...
DeadKnife Posted August 3, 2019 Author Report Share Posted August 3, 2019 More overall small improvements and clipping. Mid wall at T has been replaced with boxes, and an experimental CT Heaven has been added. I also scheduled a playtest to test out all the new things and see if they work or not. Also, marked plant zones Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163 Full album: https://imgur.com/a/xbznWwG Spoiler Radar T Spawn Mid, from T side A B CT Interfearance 1 Link to comment Share on other sites More sharing options...
DeadKnife Posted August 16, 2019 Author Report Share Posted August 16, 2019 Many layout changes based on feedback from the playtest. There's still a lot to do but I thought I'd show you all how it's all going. I am also beginning to make the theme more apparent and making the player feel as if they're playing on a level set underwater, not some boxy rooms with sand outside. But for now it is boxy rooms with boring sand outside Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163&revision=1 Spoiler Tunnel looking out into the ocean (there's another one next to it, unfortunately they have to be blocked off by an ugly wall, because of the annoyance of being able to see your enemy but not shoot them.): Radar: Ynel, Donskioni and TelaF 3 Link to comment Share on other sites More sharing options...
DeadKnife Posted August 23, 2019 Author Report Share Posted August 23, 2019 (edited) Some more layout changes. Floor changed to graygrid for now, mid and A have been reworked, and radar now has less funky colors. Images: https://imgur.com/a/RZDvHRQ Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163 Spoiler Radar: Edited August 23, 2019 by DeadKnife Link to comment Share on other sites More sharing options...
DeadKnife Posted September 13, 2019 Author Report Share Posted September 13, 2019 (edited) It's been a long time since my last post, mostly cause of playtest delays, but it finally happened on the 2nd. I've been working since on layout changes and small improvements. Still quite a bit to go before another playtest but I want to share since it's been so long. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163 Spoiler Changes: Removed double sliding doors at A Made one of the CT entrances to A wider Mid-T-ish to A Main connector remade into a proper Mid to A Main Removed Ladder at Mid to B Main Lengthened Mid to A connector Changed all lights into nice, non-obstructing floor lights Pushed CTs back since they got everywhere quickly Many other small changes that all contribute to the quality of the map Spoiler Radar: B A CT (still bland, really have to do something here soon) Mid T Edited September 13, 2019 by DeadKnife Lefty and Interfearance 2 Link to comment Share on other sites More sharing options...
DeadKnife Posted September 22, 2019 Author Report Share Posted September 22, 2019 The first ever competitive test of this map happened a few hours ago, and it pointed out many issues a casual test couldn't. Plus I'm getting more references so I can actually start detailing and adding the a e s t h e t i c s. Link to comment Share on other sites More sharing options...
DeadKnife Posted September 26, 2019 Author Report Share Posted September 26, 2019 First step at making this map feel like a place. Red tarp sticks out horribly, but it's the best placeholder for now. I present to you, small research room: Spoiler gordonfeetman, C-NAP and Interfearance 2 1 Link to comment Share on other sites More sharing options...
mtchromatic Posted September 27, 2019 Report Share Posted September 27, 2019 On 7/15/2019 at 5:59 PM, Interfearance said: It might get in the way of game play preventing you from getting more useful feedback. Also you know you can make your own cover with brushes instead of letting valve's props shape your level's game play. Agreed, I would love to see this map become less of a crate-fest. Coachi and Interfearance 2 Link to comment Share on other sites More sharing options...
DeadKnife Posted October 5, 2019 Author Report Share Posted October 5, 2019 Mid and A connectors completely changed. CT -> B entrance changed into 2 not as awkward entrances. Doing some detailing (nothing worthy to show yet) Spoiler Interfearance, Ynel and DutchCrazyGamer 3 Link to comment Share on other sites More sharing options...
Ynel Posted October 5, 2019 Report Share Posted October 5, 2019 You are the perfect example, how to build a map on community feedback. The map was HORRIBLE in it's first state. But you made it a really strong entry by now. It looks absolutly amazing, and the layout became fun to play! Big congrats! cruptor, mtchromatic and DeadKnife 3 Link to comment Share on other sites More sharing options...
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