KingOfCorn Posted May 23 Report Posted May 23 I'm collaborating with @nicoreda on the project which is a 5 vs 5 defusal map set in an arctic research station. Feel free to check the map out on the workshop which is a work in progress right now. The map will recieve further gameplay and layout changes during the playtesting phase in Stage 1. https://steamcommunity.com/sharedfiles/filedetails/?id=3237619935 Freaky_Banana, rbx775_, Fnugz and 15 others 16 2 Quote
KingOfCorn Posted June 5 Author Report Posted June 5 (edited) Made some changes prior to the mapcore playtest on tuesday 4/6. Rerouted some paths and remade A-site and most of the areas recieved some type of adjustment. Also adjusted lighting and changed the skybox with a new sun angle. Map played well during the playtest and we are now focusing on refining certain areas. The main issues that will be adressed for next test are: -Lack of cover and space for terrorists advancing through A long. -Unfavourable engagements for terrorists pushing through main chokepoint in middle. -Reducing amount of hs-angles on B together with slight adjustments to cover. One last playtest planned before starting the art pass. Edited June 5 by KingOfCorn Freaky_Banana, MrTrane18, T-Rexer and 2 others 4 1 Quote
KingOfCorn Posted June 17 Author Report Posted June 17 After the last playtests on mapcore 4/6 and a more casual test with the Nicoreda community the 12/6 we decided to go with some changes which adressed the main issues stated in the last post. Changes focused on: Better gameplay around B by eliminating a couple of unfun angles in the site and adjusting the CT entrance together with changes to cover in the area outside door. More options for taking space on A-long for both CT's and T's. Additional space to work with for T's entering middle together with a new one way drop from T apps down to the T-side of middle. The map will be playable on the FaceIT Hub from friday 21/6 to friday 28/6. After that we will analyze the gameplay and make the final touches before entering the art stage. MrTrane18 1 Quote
MrTrane18 Posted June 26 Report Posted June 26 Spoiler The map version in the showcase video is 22.06.2024 Hey guys! The map is absolutely amazing in its design and visuals! The snow theme really brings something else to the table. Also the snowed caves. Those ones caught my eye the fastest. Keep on working on the map. I made a showcase of the map. Stay safe and stay mapping! #MRTRN Quote
KingOfCorn Posted June 27 Author Report Posted June 27 Thank you MrTrane18, great showcase! With only the last day remaining of the week on the FaceIT Hub we have been doing several changes since last friday when the batch started. The changes has mostly consisted of tweaks but one bigger change we have been testing out is the entrance to middle for the CTs. The week started with the entrance on the right (from the CT perspective) but ended up with it swapped for the left side. We will now gather feedback and analyze the data to get a clear indication of the last changes required before we lock the layout and start making it pretty. Here are some of the more substantial changes done during the week on the hub: Opened up the area around B-main slightly. Widened the chokepoint from middle to B-short and added a small cover. Changed the pathing to mid as a CT by moving the entry point. Reworked cubby slightly in middle in the spot where CTs initially had the entry point and pulled the structure in front of it in towards the main building. Also smaller changes to the short cut boxes next to the B-short catwalk. Please let us know what you think about the week on the hub and what we could consider for the last tweaks, especially interested in feedback about the CT entrance to middle and how it plays compared to the old one. You can reach out to us here, on the hubs or just send us a message on discord. Lefty and Mr.Yeah! 1 1 Quote
KingOfCorn Posted July 29 Author Report Posted July 29 We are pretty pleased with where the layout is at the moment and have been moving forward with some art concepts and the first art pass. The stuff shown are some in-engine WIP but helps us visualize the spaces better and see how everything interacts with eachother. Nicoreda has done a great job so far with the modelling, lighting and materials. The next goal right now is to reach minimum 60% art quality by october before we start refining the areas step by step adding more polish. Here are some sneak peeks so far! Freaky_Banana, Mr.Yeah! and JimWood 3 Quote
KingOfCorn Posted July 29 Author Report Posted July 29 And some more WIP z0ro4rk, NikiOo and Mr.Yeah! 3 Quote
ORB-NRG Posted August 18 Report Posted August 18 Congrats on getting into Stage 2! I'm not surprised in the slightest! nicoreda 1 Quote
KingOfCorn Posted August 26 Author Report Posted August 26 The level is slowly taking shape with the 60% goal still in mind. The design philosophy is to gradually improve the map in a holistic way instead of perfecting one area at the time. When we reach 60% we start aiming for 80% and so on. Another guideline we have is to have a strong shape language with a minimalistic direction. We try to find the balance between believable and competitive. Here are some more WIP pictures of the current state of some of the areas: esspho 1 Quote
KingOfCorn Posted August 26 Author Report Posted August 26 cyn inc, Mr.Yeah!, esspho and 1 other 4 Quote
KingOfCorn Posted September 17 Author Report Posted September 17 (edited) Some in-engine WIP stuff ahead of the rotation on the hub this friday. Picture of A-site and the pods by B-long. Edited September 17 by KingOfCorn AlphaOwl, Jim F Kennedy, Mr.Yeah! and 1 other 4 Quote
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