[Map Release] AA_Italy

=IK=Doba==IK=Doba= Posts: 2,789Player
After four days of work and help from many people here I have completed my first map.

I believe every successful FPS game needs to have an Italy map.. so here is the best I could do with the assets provided.

Its a CS "Style" map, meaning not many accessible buildings, the buildings themselves outline the routes, Its game play is C4, with two planting locations.

here it is:

http://steamcommunity.com/sharedfiles/filedetails/?id=689983291
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  • TheTotsTheTots Posts: 2,279Player
    edited May 2016
    Saw some interesting Inferno inspired designs. Excited to see how this plays.
    The game wasn't made exactly to my specifications, so I feel it's broken.

  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Good eye there Tots.. Half the map is layed out after inferno with some tweaks.. the other half is more just getting creative, its mixed up with my own design and a little inspiration from a UMM in CS I believe..

    The Mid of the map is something I thought up of after CS's Dust2.. you have to picture how a sniper on Dust2 plays mid on Defense protecting Cat walkway.. basically at an angle.. thats the thought behind mid.. the attacking side must take the mid bridge in order to have a second entry onto objective Z, while watching for that angle attack from the Defensive side

    For my first map I like how it turned out. only thing is its bigger than I imagined.. but none the less I can plant the Bomb at Z, run to X and still have 20 seconds remaining.. sooo it might be OK in size

    still have to play test for timing.. but I figured what the heck I'll release it, make changes as I go
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  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    Nothing interesting here. It's a map from 2 other maps from another game. Maybe your next one will be some what better.
  • ddra-ddra- Posts: 455Player
    I'll load it to our server. Maybe there's an easy way to scale it down?
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Nothing interesting here. It's a map from 2 other maps from another game. Maybe your next one will be some what better.

    How is it any different than the xxx amount of AA2/3 maps that have been made?.. it's more interesting than those
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  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    Those don't look horrible with weird scaling. :-1:
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    If only I could port cs maps.. wouldn't have an issue with scaling. .would be much easier
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  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    Doba, I'm messing with you man. You've done a great job for first map regardless what game it's from. You've done good. I was just trying to show you what a first time mapper feels, when they are told their work is crap. They get frustrated, discouraged and stop mapping.

    You gotta admit, it was fun 4 days making it, wasn't it? So all that fun/frustration you had making everything on your free time, to have a jerk just come alone and put your work down instead giving info on how to make it better.

    But anyways, enough about that, I'm sure you now have mutual respect for others that map, as you first hand found out how it feel.

    In all honesty, the map looks real well. You have some issues with long sight lines around the river. Maybe add some cover using crates, boxes or something in that nature to shorten that . also you have a stair case that seems like a dead end, maybe at least open that room up to at least give the guy defending up there a chance. Maybe bit more cover round the objectives, they feel bit empty, and easy to defend.

    Let me know if you need help with anything. And nice work! Keep it up and you'll probably suckk at playing,,,lol

    GJ :+1:
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    I know what you were doing.. but it felt like you more had a thing against it being a cs mash-up than anything else..

    It was a fun/addicting 4 days actually.. making maps is quite enjoyable.

    You're right about mid, I was thinking to myself don't make it too easy for snipers.. but at the same time I want the offense to feel like they've "won" the right to cross mid bridge into Z. I'll add some box cove.

    Yeah finding a good place for Z obj is tricky.. seeing it's an open square.. resulting in an open obj that might be easy to defend.. I'll think of a way to make some cover.
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  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    Maybe turn the objective into like a patio. add like knee high walls or like fence. this way it will cut some of the long range down. Players will have to take the risk of going to high ground to defend it, but can seen from long areas and be taken out. you also have a window on the assault side, in the long hallway that you can see out of but they can see in. Same place where you can get out of the map through the windows. you'll need to learn how to make blocking volumes to block things off. I have a comm volume tutorial, check it out, it's basically the same concept on how to make blocking volumes.
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Really which window?. I've already updated this like 4 times since release due to finding either flickering floor issues or assets with no blocking volumes.. I figured more will pop up, seems normAL. . But through a window lol.. let me know which window
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  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    Just take the right path as soon as you spawn on the attacking side and go through the hallway with the windows that take you to the inferno objective. Also you can camp that objective almost from the middle of the map near the arch way coming into the inferno obj.
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Ahh I know which window you can see out of but not in haha .. the one in appartamen's (cs callout)
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    haha.. didnt know those windows were big enough to hurdle over.. they're now blocked with metal grating .. the one way window is gone.. it was OP anyways...

    "also you can camp that objective almost from the middle of the map near the arch way coming into the inferno obj."

    not 100% sure which area youre referring to.. The most OP spot is coming from the Defense spawn over the bridge and just hanging out in that alley before coming around the corner.. might have to change that sight line onto the inferno obj.




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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    edited May 2016
    Was also thinking of doing this.. Opening up a small alley for attacking team to have a secondary entry onto Z

    (youre looking at the alley along the left side of the river that leads in between the houses into Z) its not there in the original
    italy_zpshqp1gm1n.jpg~original
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  • Keebler750Keebler750 Posts: 3,621Beta Tester
    edited May 2016
    I'm really surprised you made a FLO map. Wow! It looks pretty good!

    Bug note: You can jump the railing and run on the river surface and go hide inside that bridge that has no collision, waiting for some unsuspecting schmuck to wander past. :p

    The natural way to fix it is that you drown in the river, but barring that...the railing and/or the bridge need a blocking volume.

    Nicely done. I have to be honest....I'm having a really difficult time trying to make a map with buildings be any better than my rocks 'n sticks map.... :(

    EDIT....oh, and you can escape the map running west down the river.
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Thanks Keebs, I'm aware of the river issue.. I has hoping someone could actually tell me how to make it so that you die when you fall into the river.. I dont want it to be a playable area.

    was going to make some cosmetic additions to that river, picture Venice.. this is the look feel im going for around the water:

    13715592-Kleines-romantisches-Restaurant-auf-venezianischen-Kanal-am-Abend-in-Venedig-Italien-Lizenzfreie-Bilder.jpg

    I could use some boats
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    I'll load it to our server. Maybe there's an easy way to scale it down?

    Only idea I have to scale it down is making it tighter ex:

    CornigliaSt.jpg

    Smaller corridors just by moving buildings closer to each other
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    edited May 2016
    Maybe turn the objective into like a patio. add like knee high walls or like fence.

    Just did a quick render in SolidWorks.. maybe something like this would work, replace those large mid stairs with this, put the water well up here

    Stairs_zpsjta1rzxh.jpg

    SO this goes between the restaurants where those large stairs are
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  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    The general idea would be to create something along the lines of a physics volume with properties set to suicide/kill the pawn when it enters. You can achieve these things with the bulider brush and add volumes.

    Alternately you could create blocking volume(s) so the pawn couldnt possibly pass which also done along the same lines as above.
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