esspho Posted January 5, 2021 Report Share Posted January 5, 2021 (edited) There is a new playtest version of Furnace on the workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=2326921664 We've mostly been working in feedback from our last test match. Thanks to everybody involved! Also thanks to @Roald for taking the time and giving some indepth advice. Here are some screens from the current map version: The Tspawn has slightly been altered - the garage on the right provides a faster and simpler path to the canal area. This shifts timings towards Bombsite A somewhat. The canal itself has been detailed a little more and got some cover in the process. The "Long B" has been fleshed out a little more - it now revolves around a derelict shack that should provide better cover for Ts. Bombsite B got some touches of color and the aforementioned half-open silo (not accessible). A sloped wall has been added beneath the heaven to hopefully limit weird vertical sightlines. CTspawn / Bombsite A has gotten the same sloped wall treatment. Also the lower part of the furnace has been detailed a little more. Top-Level Radar Bottom-Level Radar Radar comparison old / new Edited January 5, 2021 by esspho That50'sGuy, csWaldo, Radu and 3 others 5 1 Quote Link to comment Share on other sites More sharing options...
That50'sGuy Posted January 5, 2021 Report Share Posted January 5, 2021 I love the aesthetic you chose! Night-Time factories have always intrigued me. Lights casting across intricate industrial architecture with the start night sky as the backdrop is really atmospheric. I feel silly for asking incase the answer is obvious, but what is that pretty red liquid in the canals? Is it some kind of chemical? esspho 1 Quote Link to comment Share on other sites More sharing options...
csWaldo Posted January 5, 2021 Author Report Share Posted January 5, 2021 28 minutes ago, That50'sGuy said: I love the aesthetic you chose! Night-Time factories have always intrigued me. Lights casting across intricate industrial architecture with the start night sky as the backdrop is really atmospheric. I feel silly for asking incase the answer is obvious, but what is that pretty red liquid in the canals? Is it some kind of chemical? Its regular water that for sure no industrial waste has spilled into! I swear! That50'sGuy and slavikov4 1 1 Quote Link to comment Share on other sites More sharing options...
That50'sGuy Posted January 5, 2021 Report Share Posted January 5, 2021 (edited) 18 minutes ago, csWaldo said: Its regular water that for sure no industrial waste has spilled into! I swear! So hypothetically, if I were to drink it, I totally wouldn't get poisoned and die? That's good to know. It's totally not like I used it to make red snow cones or something... Oh dear, why does my stomach feel funny? Must have been something in the red wat- Jokes aside, I love the blend texture that turns the snow red around the pools of liquid. It's very well done! Edited January 5, 2021 by That50'sGuy esspho and csWaldo 2 Quote Link to comment Share on other sites More sharing options...
slavikov4 Posted January 7, 2021 Report Share Posted January 7, 2021 (edited) On 1/6/2021 at 12:40 AM, That50'sGuy said: I love the aesthetic you chose! Night-Time factories have always intrigued me. Lights casting across intricate industrial architecture with the start night sky as the backdrop is really atmospheric. I feel silly for asking incase the answer is obvious, but what is that pretty red liquid in the canals? Is it some kind of chemical? this is not science fiction, this is real life Edited January 7, 2021 by slavikov4 Squad, That50'sGuy and esspho 3 Quote Link to comment Share on other sites More sharing options...
That50'sGuy Posted January 7, 2021 Report Share Posted January 7, 2021 (edited) 6 minutes ago, slavikov4 said: this is not science fiction, this is real life I guess it's true what they say. You learn something new every day! Thanks for the photos! Edited January 7, 2021 by That50'sGuy Quote Link to comment Share on other sites More sharing options...
blackdog Posted January 7, 2021 Report Share Posted January 7, 2021 (edited) @That50'sGuy this is from the area just inland of Venice Sardinia, caused by mining and refining that being said, at least you can see it. Much worse, in a way, when the problem is invisible... ever seen Erin Brockovich? There's also Dark Waters that came out last year on the subject. Edited January 7, 2021 by blackdog Freaky_Banana, DutchCrazyGamer and That50'sGuy 3 Quote Link to comment Share on other sites More sharing options...
csWaldo Posted January 18, 2021 Author Report Share Posted January 18, 2021 @esspho has been working on changes from our first Mapcore playtest including a new design for outside A (thanks @Roald for the suggestions!) while I've been working on and off on bombsite B's main attraction. Should be ready for another playtest soon! Freaky_Banana, NikiOo, That50'sGuy and 9 others 11 1 Quote Link to comment Share on other sites More sharing options...
blackdog Posted January 21, 2021 Report Share Posted January 21, 2021 This is gonna turn heads when #blocktober comes back around esspho 1 Quote Link to comment Share on other sites More sharing options...
esspho Posted January 22, 2021 Report Share Posted January 22, 2021 (edited) Update time! https://steamcommunity.com/sharedfiles/filedetails/?id=2326921664 We've had another playtest and changed some things around acordingly. Thanks again for all the feedback we got in the past weeks! The big change this time is the area leading from the canal to the A site. We needed to separate the paths and do some trimming. We also thought a freight yard might fit this part of the map. The canal also saw some changes. There is a bit more cover now and there will propably be more of it in future versions. For the connector we are trying a non self-boostable solution. We've enlarged the CT-heaven and added a ladder. This should cut down on rotationtimes between sites. The radar We're excited for the next playtests. Have a nice day! Edited January 22, 2021 by esspho CuervoSp, csWaldo, slavikov4 and 5 others 8 Quote Link to comment Share on other sites More sharing options...
Soldat Du Christ Posted January 31, 2021 Report Share Posted January 31, 2021 looks interesting Quote Link to comment Share on other sites More sharing options...
csWaldo Posted February 7, 2021 Author Report Share Posted February 7, 2021 Update time This weeks update focusses on the CT side of the map. CT spawn was simplified a lot. A lot of CT players had issues figuring out where to go from spawn and retakes on A would be hindered by the long, winding paths onto site. The new version should make the CT spawn shorter, easier to read and more impactful: B site received an overhaul. The old site felt cramped, the height difference caused issues and the sightline from window felt awkward. The new version is essentially mirrored and cleaned up to feature a more open plant zone. The open silo stuck around and works even better in the new version: The map also received a number of smaller changes. Most notably, the connector is no longer strictly a one way drop. You can get back up by jumping the gap from the convenient gap jumping board. Be weary of the sound cue it gives off: The map still has issues with unintentional amounts of fall damage, awp heavy sight lines and stiff pathing. We are already working to fix those. Thanks to everyone who keeps up with our map, joins our tests and gives feedback Kokopelli, zombi, RA7 and 5 others 7 1 Quote Link to comment Share on other sites More sharing options...
That50'sGuy Posted February 22, 2021 Report Share Posted February 22, 2021 This map is starting to remind me of the trainyard section of Half-Life: Alyx. Only without the antlions. Haha! The visuals already look outstanding, I can hardly wait to see how this turns out! csWaldo and esspho 2 Quote Link to comment Share on other sites More sharing options...
esspho Posted February 24, 2021 Report Share Posted February 24, 2021 We' ve updated the workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=2326921664 This time our main focus has been the canal area once again. We've tried to simplify more and improve the overall map flow. Also Ts should have a little more room for setups at the round start. Also B site got some more cover. Playtests showed that Ts used to have a hard time getting onto the spot. Now there is more safe space where they can't be seen directly by CTs watching from the window. The puddle of water below has been enlarged to make for easier dropdowns. The new radar has more contrast and should be easier to read hopefully. Overall the greybox is shaping up nicely and we are thrilled to be featured in the mapcore faceit hubs season 16! Kokopelli, snaulX, csWaldo and 3 others 6 Quote Link to comment Share on other sites More sharing options...
esspho Posted March 1, 2021 Report Share Posted March 1, 2021 (edited) We released another small update and tweaked some things just in time for our slot on the mapcore faceit hubs. A big thank-you to all the playtesters! The feedback from last week's match made us change the connector in a way that hopefully gives CTs a stronger position against rushing Ts. We added a pillar to the upper canal area for more cover. We also went wild with walltags to help with communication and feedback. Thanks for reading. Have a nice day. Edited March 1, 2021 by esspho csWaldo, slavikov4, That50'sGuy and 2 others 5 Quote Link to comment Share on other sites More sharing options...
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