#Aftermath plan thread
1 messages · Page 1 of 1 (latest)
will buildings with only roof and bottom floor access be destructible, and will they be the same building as shown in Mesa
you will able to destroy buildings, but that wont change much things, due most of buildings was already in half-destroyed stage
I see. building destruction typically acts as match terraforming between first and second half, just from how much 254 players have available to destroy
also I don't see subway access from main, but will that still be something you'd be interested in having as a flank option, or do you think the two spawns and wide entry will be enough?
there is no need in subway tunnels due there is much more playable area for 254 players.
Old one tunnels was a one of solution to decrease bottle neck issues on map.
is it possible to get some variance in which floors are accessible? like its top floor in one building but second floor in the next?
Compared to old namak, how much of the buildings are destroyable. Like 50% 70%?
Because I genuinely love the scorched earth nature of Old Namak
hard to compare atm, because map will become bigger with more buildings on map.
yea, will be some variations in building height as well
I just hope that this map still stands out like Old Namak does for the large amount of destruction.
It really just feels nice smashing down buildings in this game, which is gonna become harder with the upcoming destruction changes.
BTW, was this map inspired by Aftermath from Black Ops 2? Same name and IIRC that map was also a city with an earthquake
no, just Aftermath is most based name that you can give to map where are area was affected by earthquake 
nice
Will there be shattered/ jagged terrain, such as damage from the 1964 alaska earthquake?
The main problem with new namak is that the player forced into a path, a tighter path point-to-point, but on new namak if there have been a choke point coming to existence you could use blow your way through a building making a new path to a point or use the sewer system or the metro line to flank.
The possibilities to outmanouver your enemy is much greater on old namak, you can dodge incoming squad 3d(using verticality) instead of forced into a single path or flank on another path but with inconveniences, until you get to the point dodging a chokepoint, that chokepoint have already been moved somewhere else.
While new namak could use few more destructible buildings (and verticality PLEASE let us get on some roofs) i think that the generally more liniear aproach to it is fine for the most part and adds some variety to the map pool
old namak has way too many invisible walls
Also spawn camping
when i mean verticality i dont just mean going up and flank, but also going into the stinky sewer system exploiting sewer system's labarynth to evade people on your tail. but also on old namak you can get on most roofs that are in the play area but on new namak you can maybe get on a few.
On new namak there's quite a lot of dead space where you cant go
and I beg you to take some map dissigner lessons. You're passionate, you see, you give everything, but the time you spend really needs to be more efficient and qualitative, a large part of the maps are difficult to play / not fun / unbalanced, or sometimes all at once, or other problem more serious for some. like, why on 50% os the map, when i drop bandages on the floor, they just desapeard or clip to the floor
you are trying your best and realy thx you for that ♥
Sheesh vil is cooking (put some cars in the earthquake cracks)
Yet it still ends up in an ouroborus
dropping bandages is not a map issue but a code issue
so, why is not on all maps?
it does happen on all maps
just depends on how the servers feeling
ye I have not yet seen a map where it never or always happens
the main reason I personally liked old namak was for the ultra small map size and high player count, still good that it will end up being a small map though
and that the map layout is really only optional
because you can blow up your own path
This is inspired by new namak 
Us normies want a map with dense buildings, windows galore, full destruction and balls of death. It should look like a hellscape at the end of the match. Isn’t that the point of war? If destruction is so bad, where is the rubble?
And where is operation metro or operation locker?
easter eggs in larger maps thoughts?
The problem with the idea of smaller city maps having "roofs snipers can use" is that you damn well know a good 1/4 of the lobby will be up there and be effectively useless
Lonovo suffers heavily from this on the domi layout, Zalfi too (although tbf domi zalfi is WAY too big in 64/127). It pulls away from the experience and those that aren't trying to snipe (aka 90% of people using default squads with 4 people using recon.. in the non recon squad) are effectively down a potential teammate with like minded goals, because how are they going to get down that building once the stais and everything else is destoyed No, "use grapple" isn't a good argument when you don't unlock it from the get go
Some maps should just not have consideration for what people see as "ideal sniper gameplay" because a large chunk of that revolves around just sitting on a roof or away from the action the whole game, something that doesn't mesh well with objective play.
in regards to the map though.. it looks decent. Will have to wait to see how it plays obvs but the layout so far looks good
Still don't see the relation of AS to old namak
the map reminds me a lot of frugis
Reminds me of new namak 🗿
"Based on old namak" literally looks nothing like the og namak, to me it looks like a modified version of current namak
Looks extremely cool! Can't wait to play
How can you call it a rework of old namak when it doesn't even have an underground subway ?
"New map inspired by old namak" my ass
Updated version of current namak
He said inspired by you pleb, that means the theme. From the map, it looks like a post-Freeza version of Namek with a lot more vertical gameplay, which I'm all for.
Mf adds roofs and you have an orgasm
Ah yes "theme"
epic inbed fail
open your eyes
Xd Looks similar to current namak
because its most optimal layout and you cannot use original layout because of folliwing issues i did described in first half of the post...
I wish you can read everyting
Is the office still a big tall building?
I think the buildings should have open first and second floors.
going to be
Nice
then half of buildings on map should be blocked like at Frugis to compensate level of area control
Btw when I say first floor I mean the ground level.
I think you can use the earthquake damage to “justify” making some buildings inaccessible.
yea, that a plan to reduce some pathways and narrow some places for more predictable fight
I feel like it would be interesting to use this theme to add more obstacles that slow down the pace of movement, like fallen light poles.
Ok ok if you tilt the map like this #patreon-backers message
It resembles old namak better
I apologize
Add collapses in the road where you can enter the sewer pipes very briefly before emerging in another collapsed spot.
@static sable in a reddit post you shared this image/gif #patreon-backers message
Is this how the map will look like ?
who know ,who know 
Xd nice
ahh fuck here we go again
the concretening
predictably ends up in an ouroboros
Y’all should make a tram system throughout the map with various levels of destruction. Some parts would be perfectly fine or good condition while other trams would be crashed and scattered everywhere. It would be simple to make 2-3 cars and copy-paste them (with according damage) in certain cites.
It would make for some unique cover in the roads and some personality for the map
hope aftermath will not become an inbred 'frugis' or a outskirts
It already sounds like inbred frugis
well hearing that it will have no underground passages well it might already break the motive that it tries to look like namak or resemble
What if you make said roof accessible buildings destroyable completely
To be fair, any mostly city based map would probably feel like frugis. It feels a little too harsh to call it inbred though.
nah frugis and old namak is day and night different
With explosives being nerfed I doubt that’s going to happen as much. Not against trying but the whole appeal to old namak was the chaos that came from it (tbf small map size did indeed contribute to this so fair point there) and how people in that sense were encouraged to at least try to stick together on all fronts to make some sort of impact (or be good enough to make a flank play/catch enemies off guard), vs
“Oh hey sniper teammate over here, 2 guys defending over there, AFK squad lead… yep great teamwork!”
Maps that are sniper alley on domi aren’t fun because they encourage turtling/redzone camp in places that make absolutely zero sense to those who are making an effort to play objective
(for reference: Sitting in redzone being nowhere near an objective isn’t helpful, nor is proning in the middle of nowhere being tunnel visioned on a single doorway with a LMG. Actively defending an objective that you feel enemies are trying to take, providing good spawns for your attacking teammates, and building fortifications that make it harder for the enemy to overwhelm and eventually take an objective are helpful.)
why I think zalfi’s 64 and 127 domi layout needs to shrink but that’s besides the point
Hell even EDU on domi plays decent, and most people usually shit on that map for being an open field (where as domi’s layout only uses the center area)
Spawn camping from both sitting in spawn and being trapped in spawn is a issue on old namak.
So, I am curious - is this new map to replace New Namak? I ask since my eyes get drawn to maps on sight (geography nerd) and top-down layout & objectives are in nearly the same locations. I instantly thought this was a New Namak Revamp.
Separately, with the newer focus on urban maps (thank you), there is an opportunity to vary the verticality up by looking at Minneapolis Minnesota's 'Skyway'. This is miles of indoor bridges connecting downtown Minneapolis buildings to each other.
I think i should have mentioned which buildings should have their roofs accessible, given you are jumping to conclusions a bit
I was thinking giving roof access to buildings with very low roofs that dont give a lot of space for any long range sniping
They would be more useful for flanks and traversals rather than actual sniping
Rn on new namak there are buildings where the rope can reach, but arent accessible due to invisible walls (pretty sure old namak also has a couple of buildings luke that) and dont really offer a sniping advantage, but more of a traversal and flanking one at that
Those should, again, be destructible and accessible by stairs, ladders, rope and maybe some enviromental stuff like those outside vents and such
I didnt mean giving access to the very tall ones from which you could clearly camp the entire match and not move a muscle
Will not replace New Namak.
Which is even funnier because they're the fucking same 😭
I think they’re basically 2 entirely different maps now between all the changes at this point
Everyone down bad for roofs or something
So will this be another thing you guys plan on finishing for the "upcoming" update? and also will there be any more new maps you guys decide to begin developing before that update comes out, pushing it back further?
Thanks
brother how about releasing an update that was promised to go live like 5 months ago
Hopefully this is just something that Vilaskis is doing in the background while waiting for Oki to finish the update.
Vil and Larry have been done with their stuff for a while
For the update
Everything you see vil post is extra
For future updates
Yea that’s what I thought
He’s just doing work to be doing something while waiting.
Getting ahead for future stuff
Nobodies happy with how this has gone
Least of all the devs
But now they're making sure it's completed and hopefully not a buggy mess
In for a penny in for a pound
thanks for clearing that up mate
👍
it's a entirely new map that's inspired by old namak, it's like outskirts being inspired by old district
At first I thought the layout of the points and paths was too similar to new Namak, but broken roads and better inter-building shortcuts would make it play super different. Looking forwards to this one.
hopefully it's more inspired by old namak than outskirts being "inspired" by old district
only thing that's the same at all is the map layout from an objectives stand point
map plays 100% differently other than that
its namak 2 v2
But even the inspired part couldn't keep the characteristic big bunker in the middle
Who is new @static sable guy, and where did he put the old one? This guy's COOKING like Gordon Ramsay

💀
