blackdog 4,414 Report post Posted July 20, 2020 On 7/17/2020 at 12:06 PM, JorisCeoen said: Is this a trend or are people gearing up winter-themed maps for a chance in the next 2020 operation ? Michael just released his snowy Dagner Zone map like a few weeks back as well. It's actually surprisingly similar in visual appearance as well. 1 JorisCeoen reacted to this Quote Share this post Link to post Share on other sites
Evert 173 Report post Posted July 20, 2020 This looks very nice, good job, always impressive with these large scale levels in source engine. The past few years, guess after the first few operations Mapcore can feel as either an extension of the entitled CS:GO community or a lot of contrarians who will question all feedback "I dont read books cause it will make me a less unique author", but I think that a lot of valid stuff has been posted here, especially Wintrius post is some feedback that I´d take to heart. It reminds me of a time when we were aspiring to learn and develop and not aspiring to be right. I suggest listening to those detailed feedback posts 2 1 Radu, Minos and Freaky_Banana reacted to this Quote Share this post Link to post Share on other sites
Soldat Du Christ 119 Report post Posted July 20, 2020 4 hours ago, Vaya said: Since CS weapons have crazy quick kill time players could just hold inner areas with no chance of people breaching it. it's also kinda bad for flow. Well of they are a T they have to push the objective, if they are a CT they have to defend the objective. So it just depends on where the dead ends are, they might not be worth defending. When it comes to methods it's better to address them on a case by case basis to see if they work in the context of the map, instead of simply spotting these as instant red flags Quote Share this post Link to post Share on other sites
Lizard 1,349 Report post Posted July 20, 2020 1 hour ago, Soldat Du Christ said: Well of they are a T they have to push the objective, if they are a CT they have to defend the objective. So it just depends on where the dead ends are, they might not be worth defending. When it comes to methods it's better to address them on a case by case basis to see if they work in the context of the map, instead of simply spotting these as instant red flags It's more about map control theory. If you commit a player to an area that happens to be a dead end with not really advantages, you wasted a lot of resources. It is really bad feeling to commit to an area to realise its a dead end. Quote Share this post Link to post Share on other sites
Vaya 3,438 Report post Posted July 20, 2020 1 hour ago, Soldat Du Christ said: Well of they are a T they have to push the objective, if they are a CT they have to defend the objective. So it just depends on where the dead ends are, they might not be worth defending. When it comes to methods it's better to address them on a case by case basis to see if they work in the context of the map, instead of simply spotting these as instant red flags sir this is a dangerzone map. 3 T-Rexer, Soldat Du Christ and Lizard reacted to this Quote Share this post Link to post Share on other sites
Kokopelli 136 Report post Posted July 20, 2020 5 hours ago, blackdog said: I feel like 3kliksphilip is dead wrong when he says there is no way to plan out a DZ map and that the best way is to build it out and hope for the best. Blacksite, for example, is brilliantly built and I'll be damned if it that map wasn't thoughtfully planned out. I have 500+ wins in dangerzone and I've spent quite a bit of time analyzing the map and there is a lot to appreciate in regard to gameplay design choices. There are so many angles and cover placements with clear intention, and all designed while making the areas unique and with little repetition. The terrain elevations all make perfect sense in terms of how they limit visibility from one area to another and the whole map just flows beautiful both visually and from a gameplay perspective —it's just hard to believe it was all a shot in the dark. I'm sure many things were fine tuned, but I think they must have planned out the map in broad strokes pretty thoughtfully. Even in DZ, I think you still want to design with the mindset of having a fair degree of predictability. Players are generally going to have more choices by virtue of the fact that it's a more open map, but I think the designer should still show restraint and make choices with clear intention to avoid complete chaos. This is my biggest criticism of Jungle—it doesn't feel like it was planned for Dangerzone gameplay at all, but rather aimed to capture an environment first and foremost. This was most evident with all the porous buildings, open yet inaccessible windows, sparse cover placement and repetitive locations. I haven't had a chance to play around Frostbite yet, but I'm eager to check it out and provide some feedback. I dig the Ski resort theme. Congrats on the release! 6 Slimek, T-Rexer, Roald and 3 others reacted to this Quote Share this post Link to post Share on other sites
Vaya 3,438 Report post Posted July 21, 2020 we played both arctic and frostbite last night on the mapcore server. I think frostbite feels a lot more planned and there's more consistency in the environments. @Kokopelli if you want to play we'll be doing another with the new version soonish. 2 blackdog and Kokopelli reacted to this Quote Share this post Link to post Share on other sites
blackdog 4,414 Report post Posted July 21, 2020 12 hours ago, Kokopelli said: I feel like 3kliksphilip is dead wrong when he says there is no way to plan out a DZ map and that the best way is to build it out and hope for the best. Yeah he’s good at analysing data, do “busy work”, but I wouldn’t take he’s judgment on maps too seriously, like Warowl looks much more understanding mechanics in that regard. I haven’t over analysed DZ maps, I played Blacksite some, but once I got my win solo and in a team I felt accomplished. I don’t enjoy as much as a normal match. I do like the much bigger environment as there’s space for environmental storytelling and it feels you are more on your toes. I guess there’s not enough to do (no vehicles, no special traversal), and that the formula is a bit too harsh (compared to say Apex Legends where you can take more damage and respawn). But yeah I think DZ maps still need to be planned, you need a “nuclear” structure that makes you see an intentional design at any level, you look at the overall map or smaller and smaller areas, down to the single building. This makes me feel it would be easier to design a DZ map than a competitive DE… in the sense at some point you kinda have to raise your hands as you don’t have to/can’t be as strict and intentional as in a competitive map where everything is so tight and dependent. But I am probably wrong as I’ve never even tried to build one Quote Share this post Link to post Share on other sites
fewseb 396 Report post Posted July 21, 2020 9 hours ago, blackdog said: I guess there’s not enough to do (no vehicles, no special traversal), and that the formula is a bit too harsh (compared to say Apex Legends where you can take more damage and respawn). Have you played DangerZone since march 2019? It has special traversal in the form of the exo jump item and bump mines. It also has respawning, some would argue the most forgiving respawn system out of any BR game. Quote Share this post Link to post Share on other sites
blackdog 4,414 Report post Posted July 21, 2020 (edited) 19 minutes ago, fewseb said: Have you played DangerZone since march 2019? It has special traversal in the form of the exo jump item and bump mines. It also has respawning, some would argue the most forgiving respawn system out of any BR game. Actually I haven’t, I saw the videos about the jump items but forgot… not as slick as a zip line Never heard they added respawn tho! Edited July 21, 2020 by blackdog Quote Share this post Link to post Share on other sites
Slimek 73 Report post Posted July 30, 2020 (edited) Come join the DZ_FROSTBITE Faceit Hub EU: https://faceit.com/en/inv/7vBjC9V NA: https://faceit.com/en/inv/cfGrEIK Currently 8 players required to start a match, if there's enough interest we'll raise the limit Edited July 30, 2020 by Slimek 2 Vaya and Freaky_Banana reacted to this Quote Share this post Link to post Share on other sites
T-Rexer 193 Report post Posted July 30, 2020 Frostbite Update 1 We have just updated Frostbite for the first time with a major update. We tried to include as much of the feedback posted here and elsewhere in this update. Feel free to leave more feedback. We are working on another fairly substantial update right now, trying to eliminate as many bugs as possible, so post everything you may find. Patch notes: [General] - Improved performance (up to 20%!) - Reworked lighting for better contrast between in- and outside areas. - Added fences/rock cliffs to areas where the map boundaries weren’t obvious. - Reworked map boundary clipping. - Added more weapon spawns across the map. - Fixed weapons spawning underneath the ice. - Fixed drone delivery issues (thanks Valve) [Radio] - Reworked buildings to eliminate dead ends. - Added a lock to the outhouse. - Added second story to the telescope building. - Added chain-link fence around the base of the tower to indicate inaccessibility. [Village] - Opened up one of the previously closed buildings. - Added pathways between buildings for better navigation in the area. [Town] - Reworked building frames for lighting and collision improvements. - Added graveyard area. - Reworked statue. - Reworked textures. - Adjusted clutter. [Tourist] - Fixed misaligned ski lifts. - Added more ski lifts. - Added ladder and jump puzzle to get on top of ski lift building. [Alpha] - Moved resort building moved further away from ski slope. - Opened up first and second floor of previously inaccessible resort building. [Shack] - Opened up first floor. - Added stairs to connect garage to first floor. [Tunnels] - Added signs for easier navigation. - Added path from west entrance to north exit. - Improved lighting. - Reworked north exit. - Reworked tunnels near west entrance. - Removed bathroom area which led to a dead end. - Improved visuals in the cave section. [Boat Houses] - Reworked one of the buildings. - Added snow on outside wood flooring. [Tower One] - Added information sign. - Added snow on outside wood flooring. [Misc] - Added more snow. - Improved texture blends. - Made ski flag poles more vibrant. - Fixed an issue where broken windows would still make glass sounds when shot. - Fixed misaligned props and displacement gaps. - Disabled ice reflections on low shader detail settings. - Updated and reworked deployment overview to better indicate the actual playable area. Pictures of the new fence and watchtowers around the map, aswell as consistent snow ontop of every building: 11 2 Slimek, Quotingmc, Coachi and 10 others reacted to this Quote Share this post Link to post Share on other sites
T-Rexer 193 Report post Posted August 15, 2020 Frostbite Update 2 We updated Frostbite today. This update mostly focuses on bug fixes but we included some gameplay changes too. Fingers crossed that we can publish a big update in about two weeks with lots of gameplay improvements - that is if we manage to compile the map Feel free to leave feedback for this one. Patch notes: [General] - Tweaked weapon spawn positions to prevent bad clipping - Adjusted snow on buildings - Adjusted map boundary rock formations and clipping - Changed some map location names [Village] - The houses have been connected to the power grid [Cove] - Opened the cabin [Town] - Improved clipping - Reworked stairs - Added missing stoops [Tourist] - Revamped visuals [Outlet] - Added a hut [Echo] - Added more snow [Shack] - Made it possible to enter the building from the south side [Tunnels] - Added new ladder exit in long hall before caves - Fixed more stuck spots [Boat Houses] - Added snow to boardwalk edges [Tower One] - Fixed z fighting [Misc] - Made wood fences darker and more saturated - Made sun smaller Pictures of the new exit from tunnels and the new hut we added: 11 Slimek, Serialmapper, Interfearance and 8 others reacted to this Quote Share this post Link to post Share on other sites
T-Rexer 193 Report post Posted October 11, 2020 Frostbite Update 3 We could finally update frostbite today with an update that has been long in the works, but was delayed due to the wingman contest. It is now finally out and it’s a big one! We addressed a lot of the feedback from the start that everything looks a bit too similar, therefore we redesigned parts of the map with new buildings and structures that better fit into the environment. Additionally, we fixed tons a small issues and improved gameplay with more cover in open areas and finally fixed the drones on the workshop version of the map! I would say the map is now in a state, we had originally intended it to be in. There are some issues on the current version we are aware of, but please feel free to share everything you find here. Patch notes: [General] - Made rock and cliff collision models more accurate - Tweaked map boundary rock formations and clipping - Added rocks and fences to some areas to break up open spaces with no cover - Reworked several buildings around the ski slope to be more unique based on feedback - Fixed strange z-fighting issue with some of the cabin buildings on nonstandard resolutions - Adjusted weapon crate spawn locations in some areas of the map and added more to others - Improved visual look and feel of various areas [Cove] - Slightly rotated turret hut [Tunnels] - Adjusted func_tablet_blocker under ladder entrances [Village] - Adjusted fence to allow entrance from the ski slope - Made the snow on the roofs fluffy and smooth to walk on [Shack] - Added ladder to reach balcony [Radar] - Added stairs for better movement [Misc] - Drones now work in the Workshop version of the map - Player controlled drones are now stopped at the map boundaries - Raised some fences that were buried in snow - Added some trees all across the map - Adjusted prop fade distance on some props - Various minor fixes to misaligned props - Connected more of the map to the power grid Pictures of some of the new buildings: 8 Vaya, zombi, Wintrius and 5 others reacted to this Quote Share this post Link to post Share on other sites
T-Rexer 193 Report post Posted November 6, 2020 (edited) Frostbite Update 4-7 We have continued to remake pretty much the entire map and this time we took on the ski lift buildings :D. The old and blocky buildings were replaced with completely new ones that not only look much better but should also offer more unique gameplay possibilities. Patch notes: [General] - Remade ski lift buildings for improved gameplay and visuals [Ski Slopes] - Adjusted ski flags and color coded each slope [Town] - Remade the centerpiece statue [Radio] - Fixed railing collision and clipping [Misc] - Moved porta potty to Construction - Adjusted handrails (thanks poLemin) - Fixed visual errors in certain buildings - Various changes to prop fade distances throughout the map - Fixed rare cases of floating grass - Fixed various terrain issues - Fixed certain texture blends - Fixed visual inconsistencies - Glass on top of the middle ski lift building no longer sounds like concrete - Fixed missing brush face on a house porch. Pictures of the new lifts: Edited November 6, 2020 by T-Rexer 11 2 Lizard, Vilham, Slimek and 10 others reacted to this Quote Share this post Link to post Share on other sites