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Posted (edited)

I threw this level together in a couple hours based of an idea, a secret super villain / military style base inside of an ice glacier, let me know what you guys think! I already have ideas to implement and haven't really posted anything for feedback like ever so anything is appreciated.

Workshop Link (OLD LAYOUT)

 

VERSION 0.4a

I've changed the layout quite considerably, a lot of the change was the theme of the layout being shifted/spread out:

- Mushed Middle, B Connector, and CT Mid together into a 3 interconnecting lanes that go to CT Spawn and Bombsite B

- Warped A Long and A Main into 2 separate lanes that bring that straighforward feel to the bombsite (like Banana on Inferno)

- A Main serves as a connector to Middle with a skill jump and a ladder, which should serve a quick rotate and an alternative if you fail the jump, increasing the rotate times (failure is not an option! mindset)

- Tons of over arching 'rock' and 'ice' to block lines of sight to make up for the amount of vertical difference in the map

- Added basic cover and indoor lighting

 

 

 

de_icedbase_04a_radar.png

Edited by SirSnail
Added changelog and new overview
Posted

WOAH

Big Update!

I've put another good hour into just adjusting the layout with some of the changes, so here's the layout, will post screenshots later after I run around in the map and make more adjustments.

- Changed A entrance

- Added A Long sniper alley with connector to A Main and a squeaky door to upper A

- Shrunk mid by changing connector to break more LOS

- Shortened T Spawn to improve timing

- Added ladder for T Mid Upper

 

Other than that, the map might be a little on the larger side, any tips on shrinking areas and stitching from experience?

icebaseradar2.PNG

Posted

Maybe I am judging this wrong, but the left site seems quite easy to take and then hold down. All CT side entrances are quite narrow, Ts are given the high ground and maybe an entrance too much I feel? But maybe the flank threat from CTs on the right side is higher than I think right now, since I don't know the exact timings and LoS. 

Anyway, liking the idea. 

Posted
14 hours ago, Freaky_Banana said:

Maybe I am judging this wrong, but the left site seems quite easy to take and then hold down. All CT side entrances are quite narrow, Ts are given the high ground and maybe an entrance too much I feel? But maybe the flank threat from CTs on the right side is higher than I think right now, since I don't know the exact timings and LoS. 

Anyway, liking the idea. 

I understand that, the height's not quite there. The farthest left the CT's have height advantage that T's can rush from afar or sneak up close, CT Mid however is shaky and I need to figure out what I need to make to balance that. The right bombsite is a bit plain and I've been adding to it. The narrow CT entrances are actually decently sized, the map is a bit "thick" i guess because the largest areas you see are very open, especially T Spawn which I'm closing up.

I posted v0.2 on my workshop that I'll link when it's been approved by Steam.

Thanks for the feedback, there's a lot still being changed and tested!

Posted

Retaking the left bombsite from the CT spawn area seems difficult, maybe connect this bit or put a box here if it doesn't mess up the timings.
There are some sightlines around that look long based on the radar, have to check it out in-game to really see.

image.png

Posted
2 hours ago, mtchromatic said:

Retaking the left bombsite from the CT spawn area seems difficult, maybe connect this bit or put a box here if it doesn't mess up the timings.
There are some sightlines around that look long based on the radar, have to check it out in-game to really see.

image.png

Totally understand, it never really got used in playtesting and the routes are actually smaller than they look in the radar I think that room is about 200 units wide? I'm currently reworking the map and making the boring areas less boring and shifting the theme to different areas.

Posted

MASSIVE CHANGE

So I decided to rework the layout itself, merging paths while remove others, and shifting the theme around to other parts of the map while still keeping everything simplistic.

Currently I understand that it's just a lot of corridors and I plan to break those up somehow, some suggestions for that would be greatly appreciated, as well the bombsites are pretty simplistic but I also don't want to increase the size of the map for some slightly better bombsites.

icebase_04.PNG

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