TheOrbitHeart Posted May 3, 2024 Report Posted May 3, 2024 (edited) Spiral is a map with an experimental layout that takes place on a decomissioned oil platform converted into an offshore server farm and communications center. http://www.steamcommunity.com/sharedfiles/filedetails/?id=3247254689 The center piece is a double spiral staircase that's inspired by a similar structure present in darksouls. Despite what it may look like, there is no way to reach the orange stairs from the blue ones and vice versa. Essentially, there are T accessible stairs, and CT accessible stairs, with various connecting points where the action will be concentrated. Edited May 15, 2024 by TheOrbitHeart Quote
TheOrbitHeart Posted May 3, 2024 Author Report Posted May 3, 2024 The outside structure, with the T's spawning at the very bottom of the staircase and the CT's starting at the top. Quote
TheOrbitHeart Posted May 3, 2024 Author Report Posted May 3, 2024 (edited) Here's a view of CT spawn (right) and bomsite a (unfinished, left). Edited May 5, 2024 by TheOrbitHeart n00l 1 Quote
TheOrbitHeart Posted May 3, 2024 Author Report Posted May 3, 2024 Bombsite A is reacheable through the ramp very quickly, and without having to engage with the CTs that much, making it a good target for a rush. Quote
TheOrbitHeart Posted May 3, 2024 Author Report Posted May 3, 2024 Bombsite B is only accessible through CT stairs, or the elevated platform at the very top of the T stairs, making it harder to retake, but requiring a lot of control over the stairs from the T's. Quote
TheOrbitHeart Posted May 3, 2024 Author Report Posted May 3, 2024 The bombsites are tied together by a passage way connecting bombsite B to the A ramp. So far, it's a one way drop from B, meaning you can only rotate from B to A, but not the opposite. I did this because I didn't want the T's to be able to rush B in the same way they can A. However, this decision will require actual playtesting. The drop down in B: The passage way: the connecting point at A ramp: esspho and rbx775_ 1 1 Quote
TheOrbitHeart Posted May 3, 2024 Author Report Posted May 3, 2024 At the very top of T stairs is Heaven, a very powerful position that overlooks bombsite B and partially A, it will make a B take very difficult to defend against, making the stairs a very important structure to control. Although there are many options for flanking by the CTs. Heaven entrance at the end of the stairs: Bombsite B from Heaven: Quote
TheOrbitHeart Posted May 3, 2024 Author Report Posted May 3, 2024 Suggestions, and comments from more experienced mappers is always helpful, since this is my first map. Quote
csWaldo Posted May 3, 2024 Report Posted May 3, 2024 (edited) That's a really cool concept but it will also be really difficult to pull off well. A vertical, stacked structure like this will be difficult to read on the radar and messes with the players ability to properly locate enemies footsteps. It's a bit hard to tell your current layout from the images you posted, but you'll need to think hard about how you can actually integrate an element like this into the map where it adds to the gameplay rather than taking away from it. What I would suggest would be a layout similar to overpass where you don't have a traditional middle and instead you have expanded A and B lanes, that split into two separate entrances for each bombsite. Then you could place this spiral between both bomb sites in such a way that it offers rotates for both teams in the same spot while still being separated. I'm not sure how that would look or play, but it's a cool idea for sure. Something like this? You could also mess with which arm of the spiral is connected to which connector in this diagram. For example: Edited May 3, 2024 by csWaldo TheOrbitHeart, esspho and Freaky_Banana 3 Quote
NikiOo Posted May 3, 2024 Report Posted May 3, 2024 Nuke has stacked bombsites. It's also a really good map. So don't let radar readability be a deciding factor on how much verticality you have. I think the staircase doesn't introduce too much complexity. You can still keep the layout readable by making sure that the areas peripheral to the staircase overlap as little as possible — ie, every floor spreading in a different direction — which seems to be what you're doing. You should be able to judge by your own intuition if your map is becoming too complicated. And the CT and T stairways must stand out a lot because it would take a while for players to learn which route goes where. What I would do is I would paint interiors of each staircase in a different color or insert strongly saturated colored lights so that when you look at the entrance you can immediately link it in your head to the other entrances of the same stairway. TheOrbitHeart 1 Quote
gereral1 Posted May 3, 2024 Report Posted May 3, 2024 I would make circle big a nd make it so there is no core. Each level meets in center bypass on each side. Open concept like mall. That would be beautiful geometry. Sun roof beams light with particles TheOrbitHeart 1 Quote
gereral1 Posted May 3, 2024 Report Posted May 3, 2024 (edited) Beautiful water fall as circle extended 2 levels that acts as cover replacing the core! Add dome glass roof, glass rails along curved stairs.....ect. VIS will block each 4 sections reducing triangles drawn making for more detailed map and high fps. Edited May 3, 2024 by gereral1 TheOrbitHeart and 3rdbirthday 2 Quote
z0ro4rk Posted May 5, 2024 Report Posted May 5, 2024 The Spiral Staircase Saga Pt. 2 I hope the clipping will be on point TheOrbitHeart and MrTrane18 1 1 Quote
TheOrbitHeart Posted May 6, 2024 Author Report Posted May 6, 2024 23 hours ago, z0ro4rk said: The Spiral Staircase Saga Pt. 2 I hope the clipping will be on point You are a god send! I was breaking my head over the wall trying to remember who made that video. Once I get the clipping done I'll upload this thing to the workshop for people to check out. z0ro4rk 1 Quote
TheOrbitHeart Posted May 6, 2024 Author Report Posted May 6, 2024 On 5/3/2024 at 11:54 AM, csWaldo said: That's a really cool concept but it will also be really difficult to pull off well. A vertical, stacked structure like this will be difficult to read on the radar and messes with the players ability to properly locate enemies footsteps. It's a bit hard to tell your current layout from the images you posted, but you'll need to think hard about how you can actually integrate an element like this into the map where it adds to the gameplay rather than taking away from it. What I would suggest would be a layout similar to overpass where you don't have a traditional middle and instead you have expanded A and B lanes, that split into two separate entrances for each bombsite. Then you could place this spiral between both bomb sites in such a way that it offers rotates for both teams in the same spot while still being separated. I'm not sure how that would look or play, but it's a cool idea for sure. Something like this? You could also mess with which arm of the spiral is connected to which connector in this diagram. For example: Although it's an interesting suggestion, I feel like that design would either recede into a three lane or leave out the staircase alltogether depending on the timings. The whole point is to explore the gameplay potential of the spiral and to have be the center piece rather than a glorified connector. I agree it's gonna be very hard to pull off, and to be honest, highly unlikely to succeed. But perhaps it leads to something interesting. csWaldo 1 Quote
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