#Aftermath plan thread

1 messages · Page 1 of 1 (latest)

static sable
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Yay, more CQB maps in Battlebit ?

forest tendon
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will buildings with only roof and bottom floor access be destructible, and will they be the same building as shown in Mesa

static sable
forest tendon
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I see. building destruction typically acts as match terraforming between first and second half, just from how much 254 players have available to destroy

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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?

static sable
haughty brook
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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?

heady rampart
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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

static sable
static sable
heady rampart
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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.

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BTW, was this map inspired by Aftermath from Black Ops 2? Same name and IIRC that map was also a city with an earthquake

static sable
near swift
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Will there be shattered/ jagged terrain, such as damage from the 1964 alaska earthquake?

quartz wigeon
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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.

frozen bison
haughty brook
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old namak has way too many invisible walls

frozen bison
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Also spawn camping

quartz wigeon
clear dome
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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

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you are trying your best and realy thx you for that ♥

proper estuary
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Sheesh vil is cooking (put some cars in the earthquake cracks)

tranquil bolt
haughty brook
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dropping bandages is not a map issue but a code issue

clear dome
lilac atlas
haughty brook
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ye I have not yet seen a map where it never or always happens

dusty ledge
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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

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and that the map layout is really only optional

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because you can blow up your own path

tranquil bolt
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This is inspired by new namak cardi

red igloo
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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?

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And where is operation metro or operation locker?

faint perch
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easter eggs in larger maps thoughts?

crystal kayak
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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.

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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

tranquil bolt
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Still don't see the relation of AS to old namak

deep fulcrum
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the map reminds me a lot of frugis

tranquil bolt
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Reminds me of new namak 🗿

winged badger
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Looks extremely cool! Can't wait to play

worthy canyon
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How can you call it a rework of old namak when it doesn't even have an underground subway ?

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"New map inspired by old namak" my ass

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Updated version of current namak

winged badger
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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.

tranquil bolt
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Mf adds roofs and you have an orgasm

worthy canyon
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Ah yes "theme"

quartz wigeon
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epic inbed fail

worthy canyon
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Xd Looks similar to current namak

static sable
worthy canyon
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Is the office still a big tall building?

hushed bolt
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I think the buildings should have open first and second floors.

static sable
worthy canyon
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Nice

static sable
hushed bolt
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Btw when I say first floor I mean the ground level.

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I think you can use the earthquake damage to “justify” making some buildings inaccessible.

static sable
hushed bolt
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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.

worthy canyon
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It resembles old namak better

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I apologize

dire sandal
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I want sewer

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Pipe

hushed bolt
# dire sandal I want sewer

Add collapses in the road where you can enter the sewer pipes very briefly before emerging in another collapsed spot.

worthy canyon
worthy canyon
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Xd nice

tranquil bolt
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the concretening

tranquil bolt
somber mantle
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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.

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It would make for some unique cover in the roads and some personality for the map

quartz wigeon
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hope aftermath will not become an inbred 'frugis' or a outskirts

tranquil bolt
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It already sounds like inbred frugis

quartz wigeon
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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

frozen bison
somber mantle
quartz wigeon
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nah frugis and old namak is day and night different

crystal kayak
# frozen bison What if you make said roof accessible buildings destroyable completely

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!”

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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.)

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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)

hushed bolt
real herald
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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.

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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.

frozen bison
# crystal kayak With explosives being nerfed I doubt that’s going to happen as much. Not against...

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

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Those should, again, be destructible and accessible by stairs, ladders, rope and maybe some enviromental stuff like those outside vents and such

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I didnt mean giving access to the very tall ones from which you could clearly camp the entire match and not move a muscle

tranquil bolt
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Which is even funnier because they're the fucking same 😭

somber mantle
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I think they’re basically 2 entirely different maps now between all the changes at this point

tranquil bolt
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Everyone down bad for roofs or something

mint gorge
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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

oak crag
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brother how about releasing an update that was promised to go live like 5 months ago

hushed bolt
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Hopefully this is just something that Vilaskis is doing in the background while waiting for Oki to finish the update.

near swift
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For the update

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Everything you see vil post is extra

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For future updates

hushed bolt
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Yea that’s what I thought

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He’s just doing work to be doing something while waiting.

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Getting ahead for future stuff

near swift
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Least of all the devs

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But now they're making sure it's completed and hopefully not a buggy mess

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In for a penny in for a pound

mint gorge
near swift
forest tendon
loud python
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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.

dusty ledge
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only thing that's the same at all is the map layout from an objectives stand point

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map plays 100% differently other than that

quartz wigeon
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But even the inspired part couldn't keep the characteristic big bunker in the middle

ancient elbow
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Who is new @static sable guy, and where did he put the old one? This guy's COOKING like Gordon Ramsay

tranquil bolt
quartz wigeon
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💀

autumn aurora
clear dome