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Posted

Minor update that features soundscapes and detailing. This version addresses minor layout adjustments (thanks CoomInMyBoom!) as well as a remade version of the fountain (This is also a little sneak peek at the walls that are going to surround B site!) The box in Middle Water has also been blocked off and prevented to get on top of.

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Radar:

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  • 3 weeks later...
Posted (edited)

We've been quiet for some time, but Taisha just received a MAJOR overhaul update in many parts of its layout. Such changes include extensive reworks to Middle and B site, A site cover, and an A lobby redesign. Most importantly, we NOW get to showcase Axesh and ethurs' environment artwork on both respective bombsites! Though we're cutting close for the Stage 1's deadline, the changes hopefully streamline the map whilst retaining some of the map's original charm.

A Site/A Con

A site cover has been simplified to reduce the amount of unfair angle engagements when trying to take the site. Major changes include the removal of the wood wall, being able to wrap around the site fountain, and no longer being able to get on top of the second site planter. Back site angles have also been simplified.

A con has been revamped to feature the same gameplay before, albeit now treated as a drop zone from the reworked Middle. Spa House is weaved more into the design of this area of the map, allowing for quick rotates back through middle without compromising CT Spawn map control. 

20240720160246_1.jpg.2f99219239526120c7cd337eb895008c.jpg20240720160253_1.jpg.f60c0154e131fd80f177742dd472dc66.jpg20240720160315_1.jpg.238b9bcda392ee7ba0835d7c8448a3da.jpg

Middle

Mid has been streamlined in a more traditional manner, allowing CTs to hold mid easier whilst maintaining that quick Mid control into A con. Tub has been widened to make these changes more appropriate. 

20240720160337_1.jpg.b3786df0335805567071060ca0847ec3.jpg20240720160345_1.jpg.15c9924691211c2f39dd65465c111180.jpg20240720160304_1.jpg.906f73f5ecedb95e84757ad903c7a517.jpg

B Con

B Con has been more streamlined to provide a new position and angle into B site. The new prayer hall now leads out towards the other side of site, which provides safer passage than pushing through B Main. 

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B Site/B Main

One of the major changes to the map is the removal of B short, which in some ways was merged with the reworked B con. Site cover has changed as well, along with Backsite B being widened to avoid the averse effects of utility. The half wall on site provides interesting holds and positioning for both T and CT opportunities. The B Main wraparound has also been removed, reduced to a not-so-deep pit position that could catch people off-guard pushing through B main.

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A Lobby/A Main

A Lobby has been ENTIRELY reworked to simplify map routing as well as retaining a more authentic charm to the map's theme and setting. The doorway into upper A has been widened, and the staircase has been replaced by a balcony leading into A main. A main itself has been streamlined to be the window corridor, with the two exits going out to A site now being through Courtyard (Sand) and a new squeaky door right next to it. 

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Many thanks to the playtesters, and I think now we can focus on minor improvements to make the map flow even better. :) 

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Edited by AlphaOwl
Posted

Minor update for Taisha! After a pretty good playtest on EagleOne, minor adjustments to the layout have been made to hopefully improve gameplay towards B site, top middle control for Ts, and angle clearing on A. Here are the patchnotes:

  • Squeaky door removed
  • Wood panels in front of A main have been lowered and added to block certain lines of visibility and to include new lineup opportunities
  • Timings have been readjusted to hopefully give Ts more edge to pushing
  • Washing station moved to front of tower gate, area now minimized (thanks NakedAgent!)
  • Mid platform opened up to make accessibility into B con easier
  • Raised walls to prevent unfair height positions
  • Corner next to A main has been rounded out to make easier clearing
  • Fixed weird lighting

Along with the changes, a new batch of screenshots have been taken to showcase the map. We're likely expecting a couple more playtests and one final map update before deadline.

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  • AlphaOwl changed the title to de_Taisha
Posted (edited)

Taisha's final update before the deadline! We've worked effortlessly to streamline Middle and Bombsite B, to have a more defined experience playing these areas whilst simplifying the layout down to its essentials. This also includes redesigns of B CT Main, CT Spawn itself, and a Spa House rework. We're pretty satisfied with the version that we have, so we'll be leaving this as is for our official version of the map before the deadline. Included are some screenshots of the layout!

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It's been a tiresome but fun past four months, and I wish everyone the best of luck for Stage 2!

Edited by AlphaOwl
  • 1 month later...
Posted
On 10/5/2024 at 12:53 PM, JorisCeoen said:

Very nice entry. Japanese assets and style are really exhausting to design and integrate in a map, it's very brave of you to tackle this theme 😅!

I wish you guys good luck on the art pass aspect of this theme, looking forward to the final product!

@ethurs and @Axesh have been hard at work on the map's assets, hopefully we'll get the chance to show them off soon!

Posted

Hey everyone. Been a hot minute, huh? Thought I'd give a progress report on Taisha so far! Since making it into Stage 2 (woo!), everyone has hard at work doing an artpass of the map. 

For the most part, I've focused on the interior of A main. That has allowed me to focus on different areas within the building, such as upper A (suite), A Main, and Courtyard.

Suite:

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A Main: 

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Courtyard:

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I found time to work on the buildings for Window/Showers. Here are screenshots of both the interior and exterior:

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Finally, I took some time to redesign and streamline CT Spawn. The redesign ties in better with the planned blockout for middle while making the layout feel more natural.

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@ethurs has worked an impressive streak, having done a general blockout for B Main, T Spawn, Tower Gate, Middle, B Con, A Con, and A main as well! Here's a sneak peek at the exterior of A Main:

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@Axesh is currently in the process of improving the my artpass of A Site:

 image.png?ex=670f9c35&is=670e4ab5&hm=e3f10a57820a726637d6b64a56e6a83c200e0e6f52c4bd846be7eea68aec32a2&=image.png?ex=670f9c36&is=670e4ab6&hm=ec90078f137ea81b0af336658c95aa250c3c55ab678d00ad45bdcb34e0d80744&=

I'll give an update in a couple weeks when our map appears on the Faceit Hub for Group 6. Until then, see ya!

  • 3 weeks later...
Posted (edited)

Hello everyone! Taisha has been on the Faceit Hub starting last Friday, and so I figured that we give you guys some insight into what we've done so far for this latest version of the map. Also sorry for the last post breaking, but we're including next screenshots this time!

Artpass

@ethurs has been hard at work making the blockout even better: a redesigned A main exterior, tower gate, and parts of middle! He's also been cooking up B Main and B connector too, which we'll hopefully reveal next time. He's also redesigned T spawn to be fit a more naturalistic layout as well. 

I on the other hand have been detailing the interior parts of A Main, and Window/Showers. More of the layout will be fleshed out within the upcoming three months!  

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Gameplay Redesigns

We made some changes to the layout to fit both the artpass and suggestions from private playtests. Connector stairs between B main and bottom Middle is now a raised platform to prevent a direct line of sight into the lower part of the map. We also removed the walls blocking visibility from B main into Cubby, so it's now an open angle for both sides to shoot each other from. The size of A connector has also been reduced to limit clearing angles and for cleaner map flow. Along with an artpass, I've redesigned CT Spawn and Shop, which now emphasizes on crucial routing towards B main and makes Shop a useful spot to retake from, as well as preventing overpowered lines of sight into Showers.

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Roadmap

There is a lot to be anticipated from us in where we see ourselves when the deadline for Stage 2 comes. While our map is on the hub, we hope that we can redesign the level to balance the map better whilst retaining the aesthetic that we're planning for the map. I'm aiming to redesign T Spawn's outer space to fit more accurately to the real-life location and have that done by next week. Other parts include further fleshing out the exterior of CT Spawn and A Main areas. I also forgot to shoutout to @bman for helping us with audio and for adding chime sounds to B site! Expect more work from him along the way!

We aren't really sure where Axesh is, putting us in an uncomfortable position as the deadline for Stage 2 draws nearer. We are currently recruiting additional environment artists to help us out in the remaining parts of the map. Heavy preference for people who have similar art styles to @ethurs. If you are interested, my Discord is @AlphaOwl! 

Edited by AlphaOwl
  • 2 months later...
Posted (edited)

Hello everyone! It's been a hot minute, but while we haven't been posting for a while, we have been cooking in the background. There's been further layout changes around the map, and many visual updates around most of the map. I would say the map is 75% of the way of being artpassed properly, so we'll see how we can fare before the deadline. But for the meantime, the latest version is up on the workshop, and will later be updated sometime this week hopefully. Here's screenshots of the map now, along with radar!

Middle:

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A Con:

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CT Spawn + Shop:

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A Site:

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A Main:

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T Spawn:

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B Site:

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B Main:

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B Con:

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Radar:

 

de_taisha_radar.png

Edited by AlphaOwl
  • 4 weeks later...
Posted

Stage 2 Submission and Afterthoughts

Taisha has been officially submitted for the Stage 2 deadline. We were able to get a fundamental artpass down for the map, though we were unable to complete it in time due to some burnout and some project mismanagement. Regardless of the outcome, I'm happy that I got a chance to work with @ethurs and @Axesh and growing more in my experience with environment art. We plan to keep working on the map even if it doesn't make it to the next stage, though we intend to take our time to properly cook the theming and aesthetic. Thank you everyone for your support, and here are some of the latest screenshots for the map!

 

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Posted

The lighting looks weirdly flat, almost full bright. Is this an issue with the compile or the lights themselves? This map could shine a lot more if the lights were just set up properly. Would love to see it then!

Posted (edited)
9 hours ago, csWaldo said:

The lighting looks weirdly flat, almost full bright. Is this an issue with the compile or the lights themselves? This map could shine a lot more if the lights were just set up properly. Would love to see it then!

I've been having quite a lot of trouble with map compilations quite honestly, S2 hammer is often telling me that compilation is using more than what the GPU can handle (3070 TI). I'd also run into the VK_ERROR_DEVICE_LOST issue pretty often as well, preventing me from doing a lot of map compiles often. At first I thought maybe if I tweaked the lighting around it would look better, but honestly I wouldn't be surprised if that's the reason for the lighting to be failing.

Edited by AlphaOwl

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