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https://steamcommunity.com/sharedfiles/filedetails/?id=1714359881

In a peaceful town that was build around an old church, which now is rebuild to a hotel, were multiple protests against industrialisation and the destroying of the nature. Some individuals want to draw more attention to this small town.

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Edited by Twan_Neppe

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20 hours ago, H1PP0P0T4MU5 said:

Looks nice, is it set in a middle of a city next to a hotel?

Yeah, it was kind of the first name i came up with.. might change it if better ideas come up

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Got around to loading up the map.
It was confusing to navigate. At the very least, add more arrows.

The abundance of very high walls and narrow hallways didn't help this either.
The layout consists of huge open areas connected by narrow corridors, and
the bombsites are large areas that have barely any/crates for cover.
Think about an after-plant situation, especially on Bombsite A, there aren't many interesting places to defend from.
The layout also uses verticality at somewhat insignificant points, while leaving the bombsites flat and sparse.

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Guest Twan_Neppe
3 hours ago, mtchromatic said:

Got around to loading up the map.
It was confusing to navigate. At the very least, add more arrows.

The abundance of very high walls and narrow hallways didn't help this either.
The layout consists of huge open areas connected by narrow corridors, and
the bombsites are large areas that have barely any/crates for cover.
Think about an after-plant situation, especially on Bombsite A, there aren't many interesting places to defend from.
The layout also uses verticality at somewhat insignificant points, while leaving the bombsites flat and sparse.

Lease keep in mind that it's a WIP. I haven't updated it far enough for a worthy update. The narrow parts may get bigger and the open areas may become smaller..

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New Update Released:

link to map: https://steamcommunity.com/sharedfiles/filedetails/?id=1714359881

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Bombsite A:
- Added cover for T's on the road
- replaced the greybox site with props (not finished yet)
- Added a bench with some plants

Bombsite B:
- Added options to throw grenades from long B to site
- Added plants on the site

Texturing:
-Added textures and props to the bombsites and the area's around it

Radar:
-Added a radar image

 

for more pictures please visit the workshop page.

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Edited by Twan_Neppe

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NEW UPDATE!

I just updated the map, implemented some of the feedback received last sunday at the playtesting.

Patch notes are available on the steam page: https://steamcommunity.com/sharedfiles/filedetails/?id=1714359881

 

I'm searching for someone who can model custom props. I don't have any idea to do that.

If you know someone, please send him my steam profile (link in bio) and ask him to message me...

 

For now have fun with the update..

 

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New Update!

Version 1.04

Bombsite A:
- fixed the bot stuck-spot on the bombsite.
- moved the one-way drop fence closer to the bombsite.

Bombsite B:
- made upper B wider and added some cover.

Texturing:
- textured the building outside of A main.
- textured the structure on bombsite A.
- textured upper B.

Radar:
- Used TAR to create a new radar image.

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Planning to put it up for playtesting again since it had some layout changes.

Visit the workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=1714359881

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NEW UPDATE!

Version 1.05

Bombsite A:
- removed 1 box and replaced it with pallets

CT spawn:
- added some props

T spawn:
- added some props

Texturing:
- finished almost all of the texturing of the map

Radar:
- updated the radar

Lighting:
- added some lights on dark spots

Player models:
- switched CT models to FBI
- switched T models to Specialist

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Future plans:
- re-design some area's that are 'low quality'
- add cubemaps
- optimizing the lighting in the map

 

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11 hours ago, DutchCrazyGamer said:

The layout still looks like some long boring corridors. Have you playtested this map already?

Yes there was a playtesting session about 2 months ago. I just submitted it for another playtest, possibly occuring on december 24th. Hope to see you there

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1 hour ago, Vaya said:

I can't test a map then you crazy man. Can you choose another date?

Christmas was canceled, do you not watch the news?

Spoiler

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Anyway, some actual criticism for the map:

  • The layout is still tight corridors, might want to loosen that up and add some more unique shapes.
  • I wouldn't hop into visuals just yet if I were you... unless those are placeholders.
  • If those are the actual visuals you're planning on having on the map, I'd recommend making your own. Not only that, I'd try to make the geometry a bit more realistic in its architecture.
  • I don't know about that lighting.
  • I'd try to make the routes on the left side of the map a bit more interesting, as in something that is possibly more vertically based.

 

 

Edited by Wintrius

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