Twan_Neppe 31 Report post Posted October 8, 2019 (edited) 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. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Edited January 11, 2020 by Twan_Neppe 3 H1PP0P0T4MU5, DutchCrazyGamer and Lefty reacted to this Quote Share this post Link to post Share on other sites
H1PP0P0T4MU5 40 Report post Posted October 8, 2019 Looks nice, is it set in a middle of a city next to a hotel? Quote Share this post Link to post Share on other sites
Twan_Neppe 31 Report post Posted October 9, 2019 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 Quote Share this post Link to post Share on other sites
mtchromatic 73 Report post Posted October 9, 2019 The bombsites seem rather generic to me, a square plant zone with some crates on it. 1 Ynel reacted to this Quote Share this post Link to post Share on other sites
mtchromatic 73 Report post Posted October 11, 2019 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. 1 Interfearance reacted to this Quote Share this post Link to post Share on other sites
Guest Twan_Neppe Report post Posted October 11, 2019 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.. Quote Share this post Link to post Share on other sites
Twan_Neppe 31 Report post Posted October 11, 2019 (edited) New Update Released: link to map: https://steamcommunity.com/sharedfiles/filedetails/?id=1714359881 --------------------------------------- Bombsite A:- Added cover for T's on the road- replaced the greybox site with props (not finished yet)- Added a bench with some plantsBombsite B:- Added options to throw grenades from long B to site- Added plants on the siteTexturing:-Added textures and props to the bombsites and the area's around itRadar:-Added a radar image for more pictures please visit the workshop page. Edited October 11, 2019 by Twan_Neppe 7 RA7, DutchCrazyGamer, Interfearance and 4 others reacted to this Quote Share this post Link to post Share on other sites
Twan_Neppe 31 Report post Posted October 21, 2019 Got a lot of feedback from the playtesting yesterday. i'll try to implement as much as possible to make the map as good as i can. probably submitting a second playtest for more feedback in a couple of weeks.. TY all for the feedback!! 2 1 Vaya, DutchCrazyGamer and REYO reacted to this Quote Share this post Link to post Share on other sites
Twan_Neppe 31 Report post Posted October 24, 2019 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.. Quote Share this post Link to post Share on other sites
Twan_Neppe 31 Report post Posted November 18, 2019 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. --------------------------------------------------------------------------- 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 4 That50'sGuy, Lefty, DutchCrazyGamer and 1 other reacted to this Quote Share this post Link to post Share on other sites
Twan_Neppe 31 Report post Posted December 16, 2019 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 ---------------------------------------- Future plans: - re-design some area's that are 'low quality' - add cubemaps - optimizing the lighting in the map 2 Donskioni and Lefty reacted to this Quote Share this post Link to post Share on other sites
DutchCrazyGamer 138 Report post Posted December 17, 2019 The layout still looks like some long boring corridors. Have you playtested this map already? Quote Share this post Link to post Share on other sites
Twan_Neppe 31 Report post Posted December 17, 2019 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 Quote Share this post Link to post Share on other sites
Vaya 3,435 Report post Posted December 17, 2019 I can't test a map then you crazy man. Can you choose another date? 4 DutchCrazyGamer, Freaky_Banana, Radu and 1 other reacted to this Quote Share this post Link to post Share on other sites
Wintrius 115 Report post Posted December 17, 2019 (edited) 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 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 December 17, 2019 by Wintrius 3 Twan_Neppe, DutchCrazyGamer and esspho reacted to this Quote Share this post Link to post Share on other sites