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Posted

It's a little Off-topic but is Terragen still a thing? Last I checked the newest versions output amazingly realistic results :) I agree that the CS community won't accept a Bloodborne-like skybox, but variation is nice. I remember one of my favorite things to do back in CS 1.6 was to look at the different skyboxes - anyone remembers the skies for 3d-mike's maps, de_laguna etc? Having a beautiful and unique skybox will go a long way to make a map stand-out. If Terragen doesn't work, I'm sure there's a way to convert skies from cgskies to Source format (wouldn't be too hard to set something like this in a modelling program, just place a sphere and turn the camera around to take the screenshots).

-- Edit

 :D 

 

Posted

@FMPONE @blackdog @Vaya @Lizard @Minos

Thanks for all the feedback guys, you make good points. I haven't played too much with the skybox/lighting yet as I've been mainly focused on the layout, but I definitely would like to give it some love to make the map really stand out. The current lighting is the way it is because I do understand that players are psychologically drawn to brighter maps and visibility is such a big factor in how enjoyable the experience is, so I kept it simple. I hope to find a way to make it distinct without giving players any added anxiety or frustration.

When do you guys find yourselves playing around with lighting the most? During blockout? During art pass? Or is it persistent throughout development?

@Minos Thanks for sharing those resources! I'll will look into them further.

@Radu What did you use to make your skybox for Chlorine? It is a lovely one indeed.

Going to schedule a playtest for next weekend.

Posted
6 minutes ago, Kokopelli said:

When do you guys find yourselves playing around with lighting the most? During blockout? During art pass? Or is it persistent throughout development?

Mostly in blockout stage then tweak if needed when set dressing. The problem with  this approach is that you get used to how map looks and feels like. Its super hard to change lighting drasticly later on + you can have  problem with custom assets that just dont look good  with new lighting.

Posted
1 hour ago, Kokopelli said:

When do you guys find yourselves playing around with lighting the most? During blockout? During art pass? Or is it persistent throughout development?

I'm not one that can give great advice, but experimenting in blockout seems to make the most sense as compile will be faster, if anything. Get sun direction, angle and overall temperature early, to tweak later like Lizard said.

I guess if you have a good idea of the art direction, have the assets, you can do an art test detailing an area or two that will inform the rest of the map.

  • 6 months later...
Posted (edited)

Thanks all for your input. Made some gameplay improvements to the map based on reviewing demos and playtester feedback. Feeling good about these changes. I think they address the core issues and improve the logic of the map. Let's see how the next playtest goes this week.

UdT7r1i.png

 

CHANGE NOTES

[A SITE]

  • Moved plant zone to truck
  • Reworked truck shape to eliminate headshot angles when a player is on top
  • Moved boostable propane cannisters to side of truck to eliminate headshot angle
  • Widened A main and added boostable crates near warehouse entrance

[WAREHOUSE]

  • Forklift now boostable

[MID CONNECTOR]

  • Redesigned connector to reduce the number of sightlines visible at once when pushing to/from A-mid
  • Rerouted to B-mid for smoother rotations

[B-MID]

  • Slightly reworked elevation to create a defined pit area
  • Added some cover
  • Added a trim on T stairs

[B SITE]

  • Redesigned cover on bombsite
  • Closed off part of crypt
  • Reworked main entrance from CT spawn
  • Widened balcony and added some cover
  • Balcony now fully wallbangable

[T-SPAWN]

  • Widened area in front of cathedral entrance
  • Moved some T spawns back
Edited by Kokopelli
  • 3 weeks later...
Posted (edited)

UPDATE PREVIEW

 

BALANCING CT SIDE

After last week's playtest I've been working hard on refining the A site and the pathing around it. CTs were feeling overwhelmed and so the focus has been on improving defense for the CTs. What seemed to be causing the most issues for CTs was the A mid/mid connector area. For Ts, although the angles could be cleared one by one, it proved to be too impractical. But for the CTs it was even worse because they could be so easily overrun by T rushes and were punished for extending. So I closed off the entrance to connector from A mid.

S1hYq0Z.jpeg

UPDATED RADAR:

igkvpZM.png

With this change, each team can now fully control a mid connector before any engagements. When CTs take control of A mid, they are rewarded with another connector to B mid for flanks/rotations. When Ts take control of A mid, they gain another entry point to A site. The same is true for B mid and B site respectively. Think this will greatly improve the dual-mid dynamic.

 

SIGHTLINE NERF

Fgt8Tcm.jpeg

Another small but significant change was eliminating this long sightline from top of A mid to A site, which was cutting the site in half and making it real hard for CTs to rotate into the site safely. This new big piece of cover serves to block that sightline while also helping Ts find cover on the approach into the site—plus CTs can also boost up onto it to gain some interesting vantage points. 

 

BETTER DEFENSE


0JRiIAz.jpeg

Another focus with this update was improving CT defense on A site. I altered some of the geometry and placed two vendors stands to give both defending and attacking players better cover to work with. This helped eliminate even more long sightlines across the site.

 

IMPROVED A SITE COVER

uk5Sw0f.jpeg

AQW8uiT.jpeg

41gMH6W.jpeg

The new vendor cart leaning against the truck creates safer plant positions for Ts.

 

REWORKED A MAIN

n69Nk91.jpeg

I rerouted the path from warehouse to A site to make it less overwhelming for CTs.

 

yu71I2K.jpeg

Ts must now push out farther before getting visibility of the site. They are then rewarded with this cubby for pushing out.

 

OVERHEAD VIEW

Yu3uaKs.jpeg

Edited by Kokopelli

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