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 Post subject: Competitive test Map workname Division.
 Post Posted: Fri Mar 27, 2015 5:30 pm 
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So with the Competitive Map threads going on I decided to throw something together.
Took a few days to make something the size of Inner Hospital. I did not use BSP to block
it out. I took the wall sections and other meshes from the game. Mode is extract and curious how this wil work out and the comp community can suggest changes.

Not much detail to be found yet in the map.

Steam Workshop.

http://steamcommunity.com/sharedfiles/f ... =414970477

Paths

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 Post subject: Re: Competitive test Map workname Division.
 Post Posted: Sun Mar 29, 2015 6:21 pm 
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Will have to give this a try.

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 Post subject: Re: Competitive test Map workname Division.
 Post Posted: Sun Mar 29, 2015 9:03 pm 
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Well I just updated it.

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 Post subject: Re: Competitive test Map workname Division.
 Post Posted: Mon Mar 30, 2015 11:46 am 
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Joined: Sun Dec 11, 2005 9:12 pm
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Location: Orlando, FL
I've yet to play it on a server so consider my view, preliminary.

The initial 'look' of the map is appealing, I see you're going with the whole, "people like the inner hospital style, let me create something indoors and spacious". Initially, when I first viewed the map I thought it was too simple, three hallways leading to the large mainframe room. Now that you've added a few cross-routes, and cover in the middle, I feel like it would play better.

In the extraction room, the second floor platform on the side has these large rectangular pots with these thick green plants, either change the plant or remove it as I can already see people standing behind these, finding a small peek-hole, and using these bullet proof plants as cover.

More importantly, it seems a bit odd to grab a flag near the entrance of the building and have it's extraction point in the mainframe room. Where are we extracting it to? Why would the extraction point be deeper within the map? The theme of the map needs some work.

Off the bat - this is already a defense sided map, expect a large portion of players to simply camp the extraction room. The 2nd floor flank route would be great, but defense has access to this from the get go, I would consider shutting that door in the mainframe room and opening access elsewhere.

Lastly, can you use a backpack instead of the dreaded flag? No map should still use the flag as it gives your position away when leaning corners, and makes you visible when crouched behind cover. Oh and do not make the monitors bullet proof.

Keep up the good work and we'll provide further feedback after ekComm and I play it.

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 Post subject: Re: Competitive test Map workname Division.
 Post Posted: Mon Mar 30, 2015 1:03 pm 
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Thanks for the feedback.

The theme is to be some sort of Cvernian Government minstry of defense
building with a War controlroom. Attackers need to take out the building.

About the fact its odd to grab the flagg at the entrance that part is simple to me.
Isn't it odd be carry a flagg afterall ? When you bring the flagg to the centre of the building you control it. Dare to think different bro. :P

All gameplay related needs to be tested and from there things like spawn distances needs to be tweaked. So as long nobody plays these maps we are in darkness :mrgreen:
Goal was that attackers should reach that 2th floor quicker.

Meanwhile I work further to on this map. Tweak the used plants and things like that.

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 Post subject: Re: Competitive test Map workname Division.
 Post Posted: Mon Mar 30, 2015 5:30 pm 
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From a quick run through, the main obj and extraction rooms need more cover, too big, too open.

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 Post subject: Re: Competitive test Map workname Division.
 Post Posted: Mon Mar 30, 2015 6:41 pm 
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=IK=Doba= wrote:
From a quick run through, the main obj and extraction rooms need more cover, too big, too open.


I did not cover that area yet, I'm aware of that, but meanwhile I did not want to drop in all kind of unlogic objects there.

My first idea was to get the routes and flanks done. So 3 to 4 routes with some cross routes to get there.
I wanted a 2th floor with two options to get there. I might consider a third stairhouse to benefite attackers.

Than fill up these paths with decent cover.

Than add logical cover to the extract location which I wanted to be large and open.

So my request is test the routes and drop in suggestions for the Extraction area.

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 Post subject: Re: Competitive test Map workname Division.
 Post Posted: Thu Apr 02, 2015 8:58 am 
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Updated this competitive test map.

Workshop: http://steamcommunity.com/sharedfiles/f ... =414970477

Changes :

Brighter light extraction room.
More cover extraction room (=IK=Doba= and Overall complain)
Used different plants in pots. (DragonEyez)
Added third stair to benefte attackers. (DragonEyez)
Moved spawns.
Added more detail and cover.

Keep in mind this was build in less than two weeks.
Im aware of'a huge gap in one of the stairs. Its only visiually annoying.
I noticed a wrongy added texture on one of the wall.

To do:

Add Comm volumes.
Try a backpack.
Fix random stuff.
Analyse tons of feedback from the comp community :-)

Greets Drecks

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 Post subject: Re: Competitive test Map workname Division.
 Post Posted: Thu Apr 02, 2015 10:58 am 
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Lets get together and pug this map guys.

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 Post subject: Re: Competitive test Map workname Division.
 Post Posted: Thu Apr 02, 2015 12:54 pm 
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Joined: Sun Dec 11, 2005 9:12 pm
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Location: Orlando, FL
=IK=Doba= wrote:
Lets get together and pug this map guys.

Doba - Looking back through this post and Wolvs comp map post, i think us two along with BCPull and eKComm are the only ones from the comp community looking to spearhead this map thing.

Wanna get your boys together on Monday and we can play test this map against iNv?

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