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Posted

It's fun to move around because of all the parkour stuff. Performance seems fine. You should try and make a better radar though, since the layout is very complicated and there are a couple of places where it definitely looks like you can go but you can't go because they're clipped off and that adds to the confusion.

  • Raindance changed the title to de_quicksand (WIP)
Posted

Latest changes, be sure to update the map

Updated the area of the map close to B site, added more ways to approach the bomb site and added some parkour spots, fixed game-breaking errors, and areas where players could exit the map, added a basic radar, updated the elevation of the sand at A site to remove some of the headshot angles, added a layer of thickness to bottom mid door from on T side, added a functionality to second ladder next to CT spawn.

Posted

Some additional updates today, radar is now slightly outdated, I am working on a new radar with separated levels, so stay tuned.

Added more ways to approach B site, Removed some pillars, fixed some clipping issues and clipped out some boxes in lower mid, extended the hammam to the back T side area, cleaned up the lower mid area, and extended B site with both T and CT side heaven area, removed door access to B site from mid, that is now a window only accessible with a skill jump.

Posted
Spoiler

image.png.88cf8bbe1af9657fcf7ca70fec7dd3ac.png
The showcase video is off the map in 07.08.2024 state.

Hey, @Raindance
I've taken a look at the map. Love the parkour element that is inspired by Assassins Creed. I used to play and admire the series. +REP for it! The design and the layout, plus the scale of the map, I think makes it interesting and themed for adventure! Best of luck, hope the judges love your map!
I've made a showcase video, as well. Hope it is useful in the future!

image.png.261aba4b912e31e8ff9b4443217dc05e.png
Stay safe and stay mapping!
#MRTRN

 

Posted
2 hours ago, Raindance said:

Thanks a lot! It's more of an Altair vibe but ok :P

It seems a little too big and complex, but for my first map, I am happy for now...

 

Haha! How about that, Connor Kenway for me personally! 
Well, at least it will make you learn and try a lot of new things on the way! 

Posted (edited)

Some of the last-minute updates for maximum "playability" and due to size complaints.

Map has been updated and B site has been completely overhauled and moved closer to CT spawn and closer to A site, for faster rotations, which was one of the complaints from the live playtest. A lot of spots where players had unfair advantages were removed, such as cracks through the walls, gaps in between the crates, etc, but some doors and windows as well have been removed completely. With some doors removed, some pathways to reach the sites are nonexistent, and there are fewer ways to approach the sites. T spawn has been moved closely to the middle as did the CT spawn. Now every team gets more fair control of early areas. T spawn back area was limited but the "open garage" area is still available, for some T spawn defending when planning goes bad. The T path through the barber shop is now an unpassable but open angle. A site has also been moved, and the area where the A site was, was clipped off, but the window from CT balcony to A site is still an open and available path. The lower middle has been split into two smaller areas/hallways with a wall, now there is no AWP angle from lower B to A. B main is now through the palace (third level) and is designed so it can be mollied or smoked early from CT spawn. In general, the map is now more streamlined and is much smaller and more "playable". The radar has also been updated but is still temporary until the multi-level radar is finished. The angle of the sun has been adjusted for more "fair" shadows.

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Edited by Raindance
One image is outdated after the last update to the map

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