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Posted (edited)

Our first slot on the mapcore hubs is over and we've got a lot of feedback regarding various areas around the map.

de_furnace_faceit_march16_playerpostions.thumb.jpg.73e3d7f470c65085612fe573b5d8e931.jpg

Right now, we are working on an update which will be playable on the hubs on march 30.

Here are some sliders that show our progress so far. (Please let me know if there is a better way to embed those on the forums).

https://imgsli.com/NDU1ODc

https://imgsli.com/NDU1ODk

https://imgsli.com/NDU1OTA

https://imgsli.com/NDU1OTE

https://imgsli.com/NDU1OTI

https://imgsli.com/NDU1OTM

https://imgsli.com/NDU1OTU

https://imgsli.com/NDU1OTc

https://imgsli.com/NDU2MDA

 

Cheers!

Edited by esspho
  • 1 month later...
  • 1 month later...
Posted

It's been a while since we posted a proper update here but a lot has changed in the last two months.

 - B site has received a full rework
 - rotations are faster and simpler
 - mid was reworked to make it fair and fun
 - outside A now has a tunnel connecting it directly to B site

The version shown here should be live by tonight and we are hoping to finalize the layout soon.
Feedback is, as always, very welcome and maybe I'll see some of you in the next playtest ?

Radar:

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Screenshots:

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  • 2 months later...
Posted (edited)

I really like this layout, and although I'm not the biggest fan of night time maps, the theme is really cool. My one minor criticism for the current layout is the connection between A long and A, it kind of negates the idea of a 'long' to have tight elbow corners at the end of it in my opinion, and would rather have longer ranged engagements all the way until the site. Great progress though, this is for sure my favourite upcoming project. Keen to see how it progresses.

Edited by Byron
  • 1 month later...
Posted (edited)

We finally managed to push another update. This one is again gameplay related but we are making some progress on art as well.

 

Changes:

  • we completely reworked the pathing towards B and cleaned up T spawn and the canal in the process
    • approaching B without being heard should be easier
    • squeaky should add a bit of extra spice and opportunity
  • we changed around the cover on A site a bit
Edited by csWaldo
Posted

I love what you've done with control room, the curved wall suits the area perfectly. Not sure how I feel about the B changes. The site feels a lot better, but it feels like the T area of the map is a bit too big now. I think now that Ts have two entrances to B gifted to them, CT spawn could be moved maybe 1-2 seconds closer to B, so that CTs have the option to contest Long B. This wouldn't affect A Long timings too much, but would have the knock-on effect of giving CTs a chance to contest house with correct utility usage. Super excited to see how this map plays, the bombsites themselves are amazing.

Posted

Getting the timings just right was always a challenge on this map. The current timings should be so that rushing CTs can just about peek into B long as the Ts are approaching.
We had issues in previous versions with CTs getting to B long too quickly. Once CTs have pushed it aggressively, they can see quite far into the T area and therefor get a lot of info on whether there are any Terrorists around B. Thats why the timings currently are the way they are. We're scheduled for a playtest next Tuesday though, so we will see how it actually goes. We pushed around timings for a second or two with every other update and we might have to do it again after the next test.

Very glad the bombsites are getting a positive reception though. :D Took us a while to get here.

  • 2 weeks later...
Posted

Love your reference chart/map. Seems like you have documented well the process, would be cool to put it all together in a post-mortem type of article explaining the whole process and showing all the bits.

I’m particularly curious how people manage their teamwork as well ?

Posted

A post mortem sounds like a real nice idea. but first we need to actually finish the map ?

One thing we'd like to do is a video fly through spanning over all the versions from start to finish.

 

As for teamwork: We synch our files with googledrive and use lots of instances within our main map file. This way we can work on different parts of the map at the same time. We communicate mostly through discord where we also keep our references.

Our roles are somewhat like this: Waldo is doing art including modelling and texture work while I'm working on general geometry, layout and from time to time radar. But we tend to stray from this formula and switch it up from time to time.

 

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