[Map Release] AA_Italy
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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
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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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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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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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
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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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"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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(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
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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.
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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was going to make some cosmetic additions to that river, picture Venice.. this is the look feel im going for around the water:
I could use some boats
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Only idea I have to scale it down is making it tighter ex:
Smaller corridors just by moving buildings closer to each other
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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
SO this goes between the restaurants where those large stairs are
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Alternately you could create blocking volume(s) so the pawn couldnt possibly pass which also done along the same lines as above.