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Gelid 5CP
31
#31
3 Frags +

tested on B7A a couple days ago
attempted a video, but it's a lot. So made an album instead

https://imgur.com/a/EGzijxP

tested on B7A a couple days ago
attempted a video, but it's a lot. So made an album instead

https://imgur.com/a/EGzijxP
32
#32
0 Frags +
Tobtested on B7A a couple days ago
attempted a video, but it's a lot. So made an album instead

https://imgur.com/a/EGzijxP

Thank you for the time for reviewing the map yet again. it is really helpful and I will take some suggestions given although some things in particular will have to stay and I will try to explain the reason.

In no particular order

the watch tower serve as both a set piece and yeah a gameplay thing where players get to play around. I will adjust its design as you said although not sure if i will make it standable I could add some prop at 2nd to serve a similar purpose

on mid, the ramp that goes to underpass served as a connector and to make the rotation smoother but I wont suggest it being used as a main route. oh yeah the other ramp is quite steep i do need to adjust it

as for the stack of cargo crate in the battlements at mid, it serves to block a sightline. most of the design in mid were to alleviate some potential sightline. I do want the bridge to be standable as a high ground option since it seems to make the gameplay more dynamic with explosive classes and additionally the bridge high ground isnt that too high to be that much powerful (it depends if you are standing on the low ground itself or the mid platforms) I do need to signal that the bridge can be stand on at least....

other than that most of the suggestions are good and I could follow through with that. some things do need to stay due to other concerns and they have their purposes as intended and it does work. still though I might change my mind and follow through as well on those other suggestions, there is a lot of factors to consider. Anyways appreciate all of the suggestions.

[quote=Tob]tested on B7A a couple days ago
attempted a video, but it's a lot. So made an album instead

https://imgur.com/a/EGzijxP[/quote]
Thank you for the time for reviewing the map yet again. it is really helpful and I will take some suggestions given although some things in particular will have to stay and I will try to explain the reason.

In no particular order

the watch tower serve as both a set piece and yeah a gameplay thing where players get to play around. I will adjust its design as you said although not sure if i will make it standable I could add some prop at 2nd to serve a similar purpose

on mid, the ramp that goes to underpass served as a connector and to make the rotation smoother but I wont suggest it being used as a main route. oh yeah the other ramp is quite steep i do need to adjust it

as for the stack of cargo crate in the battlements at mid, it serves to block a sightline. most of the design in mid were to alleviate some potential sightline. I do want the bridge to be standable as a high ground option since it seems to make the gameplay more dynamic with explosive classes and additionally the bridge high ground isnt that too high to be that much powerful (it depends if you are standing on the low ground itself or the mid platforms) I do need to signal that the bridge can be stand on at least....

other than that most of the suggestions are good and I could follow through with that. some things do need to stay due to other concerns and they have their purposes as intended and it does work. still though I might change my mind and follow through as well on those other suggestions, there is a lot of factors to consider. Anyways appreciate all of the suggestions.
33
#33
0 Frags +
SitrulusMelonTobtested on B7A a couple days ago
attempted a video, but it's a lot. So made an album instead

https://imgur.com/a/EGzijxP
.

glad to help! forgot to add 2 images, added those to the album now (last one is about a forward spawn sniper sightline)

[quote=SitrulusMelon][quote=Tob]tested on B7A a couple days ago
attempted a video, but it's a lot. So made an album instead

https://imgur.com/a/EGzijxP[/quote]
.[/quote]
glad to help! forgot to add 2 images, added those to the album now (last one is about a forward spawn sniper sightline)
34
#34
0 Frags +
TobSitrulusMelonTobtested on B7A a couple days ago
attempted a video, but it's a lot. So made an album instead

https://imgur.com/a/EGzijxP
.
glad to help! forgot to add 2 images, added those to the album now (last one is about a forward spawn sniper sightline)

oh thank you for the additional images, yeah these are all good and especially the forward spawn sightline that one is an oversight in my end. and of course the ramps they were quite steep to begin with due to the concern that this will make some areas cramped however it wasnt the case. and as for the bridge I am still uncertain if to remove or keep it. but for now it is here to stay I might change my mind if it was too broken enough. I have seen some fair share of usage on the bridge but it wasnt too much to tip the balance of the fight.

[quote=Tob][quote=SitrulusMelon][quote=Tob]tested on B7A a couple days ago
attempted a video, but it's a lot. So made an album instead

https://imgur.com/a/EGzijxP[/quote]
.[/quote]
glad to help! forgot to add 2 images, added those to the album now (last one is about a forward spawn sniper sightline)[/quote]
oh thank you for the additional images, yeah these are all good and especially the forward spawn sightline that one is an oversight in my end. and of course the ramps they were quite steep to begin with due to the concern that this will make some areas cramped however it wasnt the case. and as for the bridge I am still uncertain if to remove or keep it. but for now it is here to stay I might change my mind if it was too broken enough. I have seen some fair share of usage on the bridge but it wasnt too much to tip the balance of the fight.
35
#35
5 Frags +

Update Release B7C

Mid Changes
- added brush to make the open cargo crate splash explosives
- shifted location of some props around mid platform
- added crates to jump around with
- shifted the entrance of the mid forward spawn
- adjusted some ramps again
- shifted location of some ammo and HP pack
- added cover on alley

Second Changes
- adjusted the route going from mid to second (The concrete building one) also changed the texture of the interior
- block bullets some props
- widened up the metal bridge
- moved a small HP pack
- slightly adjusted the geometry of the second point platform
- changed the design of the watchtower also making it taller
- expanded the ramps going through alley
- adjusted some detailing to be less obstructive for explosive jumping
- added barrel near 2nd point

Last Changes
- changed beam designs and other detailing
- rose up the ceiling on "heaven" for a bit, also block bullets the beams
- adjusted the pillar and other detailing to be less obstructive when explosive jumping
- added additional ramps for an easy access to high ground
- adjusted one of the doorways in the lobby. Expanding it a bit
- adjusted design of the metal partition at lobby
- slightly cut off the wall in the left side of the lobby
- added some props to jump on inside lobby
- made the metal wall near last spawn solid for explosive projectiles
- removed some props near last spawn
- changed some textures
- adjusted the god rays

General Changes:
- cube maps reflection implemented
- more optimizations
-other error fixes
- small art pass changes

Images

[h]Update Release B7C[/h]

Mid Changes
- added brush to make the open cargo crate splash explosives
- shifted location of some props around mid platform
- added crates to jump around with
- shifted the entrance of the mid forward spawn
- adjusted some ramps again
- shifted location of some ammo and HP pack
- added cover on alley


Second Changes
- adjusted the route going from mid to second (The concrete building one) also changed the texture of the interior
- block bullets some props
- widened up the metal bridge
- moved a small HP pack
- slightly adjusted the geometry of the second point platform
- changed the design of the watchtower also making it taller
- expanded the ramps going through alley
- adjusted some detailing to be less obstructive for explosive jumping
- added barrel near 2nd point


Last Changes
- changed beam designs and other detailing
- rose up the ceiling on "heaven" for a bit, also block bullets the beams
- adjusted the pillar and other detailing to be less obstructive when explosive jumping
- added additional ramps for an easy access to high ground
- adjusted one of the doorways in the lobby. Expanding it a bit
- adjusted design of the metal partition at lobby
- slightly cut off the wall in the left side of the lobby
- added some props to jump on inside lobby
- made the metal wall near last spawn solid for explosive projectiles
- removed some props near last spawn
- changed some textures
- adjusted the god rays



General Changes:
- cube maps reflection implemented
- more optimizations
-other error fixes
- small art pass changes

[url=https://imgur.com/a/gelid-b7c-vUnlFEZ]Images[/url]
36
#36
1 Frags +

Update Release B7D

- added more lighting on the map
- added back the windows on mid, making it two way
- patch some perch spots
- overhaul/updated the art pass at some areas
- adjusted some pre-existing details
- other detailing adjusted to give way for a smooth gameplay
- removed some props
- more optimization
- some texture changes
- other error fixes, etc

Images

[h]Update Release B7D[/h]

- added more lighting on the map
- added back the windows on mid, making it two way
- patch some perch spots
- overhaul/updated the art pass at some areas
- adjusted some pre-existing details
- other detailing adjusted to give way for a smooth gameplay
- removed some props
- more optimization
- some texture changes
- other error fixes, etc

[url=https://imgur.com/a/gelid-7t9VI5j]Images[/url]
37
#37
3 Frags +

Update Release B8

- lowered the wall slightly at last point
- some texture changes
- detail overhaul on some areas (particularly the "alleyway" route)
- adjusted metal cover on "alleyway" route
- added more detail bits
- some props adjusted
- added more signs
- small adjustments on the lighting on some areas in the map
- optimization adjustments
- other miscellaneous error fixes etc.

[h]Update Release B8[/h]

- lowered the wall slightly at last point
- some texture changes
- detail overhaul on some areas (particularly the "alleyway" route)
- adjusted metal cover on "alleyway" route
- added more detail bits
- some props adjusted
- added more signs
- small adjustments on the lighting on some areas in the map
- optimization adjustments
- other miscellaneous error fixes etc.
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