1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

[CS:GO]de_zoo

  • Squad
  • March 20, 2014 at 5:41 PM
  • Squad
    • February 4, 2015 at 2:10 AM
    • #221
    Quote from FMPONE

    Can I say something a little controversial here?


    I don't like the signs :X I also don't like that they're attached to a light-post pole type of thing. I think it will annoy players, and it doesn't look too sharp either. Furthermore, I don't think they actually would aid in player navigation since they're so overwhelming to look at.


    I think a simple plaque and/or something attached to a nearby wall would be far superior.


    Off course, the topic is here for feedback


    The idea behind the signs was generally this: players should only take into account the red signs (A and B), the others are just eyecandy/ambient atmosphere.


    I agree they'll probably come across overwhelming or even a bit unclear to players (at first?).

    The method of putting navigational aid on this map is arguably what has been discussed most, which I didn't expect beforehand


    Thanksf for the feedback!

  • DrywallDreams
    • February 4, 2015 at 2:39 AM
    • #222

    Also, sticking a few arrows next to a map is a little odd looking. I think you should choose signs or maps. Maybe hanging signs inside, maps outside.

  • El_Exodus
    • February 4, 2015 at 3:10 AM
    • #223
    Quote from Squad


    Can I say something a little controversial here?


    I don't like the signs :X I also don't like that they're attached to a light-post pole type of thing. I think it will annoy players, and it doesn't look too sharp either. Furthermore, I don't think they actually would aid in player navigation since they're so overwhelming to look at.


    I think a simple plaque and/or something attached to a nearby wall would be far superior.


    The idea behind the signs was generally this: players should only take into account the red signs (A and B), the others are just eyecandy/ambient atmosphere.

    The idea is nice, but it's confusing then, that there are more colors than just red and white. So people won't actually notice the meaning of it.

    What i don't like about the signs is the placement of the one next to CT spawn. When rotating, you hate every little piece which is in your way. And this one kinda is. I'd move it closer to the wall instead.


    Some other nitpicky thing: The restroom sign next to T spawn is confusing me with its direction. There is a closer restroom hut behind the pickup there (If i remember correctly)

  • Spherix
    • February 4, 2015 at 8:09 AM
    • #224

    Those directional signs look awfully huge in comparison to the tiny pole they're attached too, a bit flimsy perhaps.


    For reference from my local zoo:


    [Blocked Image: http://www.mijksenaar.com/upload/nieuwsberichten/artis_wegwijzer_2.jpg]

  • clankill3r
    • February 4, 2015 at 8:30 AM
    • #225

    Maybe you can use a condensed font. To make the signs a little smaller.


    Thanks for the match, I will watch it later.

  • Vaya
    • February 4, 2015 at 8:30 AM
    • #226

    Possible sign options:


    - remove the 'point' for non-gameplay affecting areas (So basically A and B get arrows pointing but the rest are flat. This should help draw the players eye to the important information)

    - Only use colour for the bombsites

    - Bigger change, Have the sign say 'DEEP AFRICA - Area A - this way! (large text)

    Also follow sign for: (smaller font)

    C- Savannah

    D- Birdhouse

    Panorama Hut'


    The one near CT should be moved into and supported by the rockface so exodus doesn't walk into it on rotations

  • Radix
    • February 4, 2015 at 10:13 AM
    • #227

    Well I like the idea, it just needs a little bit of optimization, I think.


    At first sight you don't recognize that the red signs are important (and point to the bomb sites).

    Maybe you should make them bigger and more noticeable. (I don't know if this would still look good)

    And I think you should make the pole a littler wider, as the others already said.

  • Squad
    • February 4, 2015 at 12:29 PM
    • #228

    Thanks for the feedback everyone!


    Quote from clankill3r

    No exit sign?

    How is the gameplay on this beauty?


    Here's the current overview, in addition to the video El_Exodus posted. Ts spawn left, CTs on the right side. The blue area is to tell upper and lower floor apart from each other.


    [Blocked Image: http://i.imgur.com/IOXANgW.jpg]


    Quote from Marcem

    Also, sticking a few arrows next to a map is a little odd looking. I think you should choose signs or maps. Maybe hanging signs inside, maps outside.


    They might look weird indeed standing right next to each other, but I do think both can be used in the same environment. Maps (so called "Orientation Panels") are put on central locations, whereas signs ("Fingerpoints") should be put on intersections.


    I like the idea for hanging signs inside


    Quote from Spherix

    Those directional signs look awfully huge in comparison to the tiny pole they're attached too, a bit flimsy perhaps.


    I'll replace it with something more solid. It should also help in making the signs appear a bit smaller/overwhelming.


    Quote from clankill3r

    Maybe you can use a condensed font. To make the signs a little smaller.


    Not sure what you mean with "condensed font" Is it like a horizontally squeezed font?

  • Squad
    • February 4, 2015 at 3:12 PM
    • #229

    How's this? Any better?

    Don't mind the env lighting btw.


    [Blocked Image: http://i.imgur.com/uiGj8xU.jpg]

  • 8bit
    • February 4, 2015 at 4:35 PM
    • #230

    Wont signs like that be in the way of grenades? I might be nitpicking but that's only because the rest of your map looks more or less spot on

    Btw, a condensed font someone else suggested, I think he meant just that Squad, a horizontally squeezed font.

  • Squad
    • February 4, 2015 at 5:17 PM
    • #231

    I'm taking into account nade throwing and LOS when placing these signs. We'll see how playtesting goes with them

  • Vaya
    • February 4, 2015 at 6:17 PM
    • #232

    what's with the mario cube?

  • Squad
    • February 4, 2015 at 8:10 PM
    • #233

    You get a bonus respawn if you bump it!

  • jackophant
    • February 5, 2015 at 11:10 AM
    • #234

    I hope you're working on the buttons at each enclosure playing animal sounds...

  • Puddy
    • February 5, 2015 at 1:04 PM
    • #235
    Quote from Squad

    How's this? Any better?

    Don't mind the env lighting btw.


    [Blocked Image: http://i.imgur.com/uiGj8xU.jpg]


    The B sign here is hella-confusing, sure, you are supposed to walk to the left, but the actual building and site is more to the right. I would have this sign at a crossroads where each direction is a bombsite.

  • Vaya
    • February 5, 2015 at 1:14 PM
    • #236

    I think he's done that because the path right behind the sign is non-civilian. Which is going to be more confusing for a player trying to guide himself by signage!

  • tomm
    • February 5, 2015 at 1:33 PM
    • #237

    I think it's just a bad placement for a sign, why not just go with a good ol' sprayed letter? could be sprayed over a map of the area or something.

  • Squad
    • February 5, 2015 at 2:12 PM
    • #238

    The B sign used to point towards the right side, but I switched it over for the reason Vaya mentioned.

    Maybe I could have the B sign lying on the ground as it broke down, coincidentially pointing towards the zookeepers' area?

    Anyway, for now I'm going with regular sprayed letters for player guidance and the signs will be mostly decorative.

    There is a paintover on a map of the zoo near T spawn, tomm.

  • jackophant
    • February 5, 2015 at 3:01 PM
    • #239
    Quote from Squad

    The B sign used to point towards the right side, but I switched it over for the reason Vaya mentioned.

    Maybe I could have the B sign lying on the ground as it broke down, coincidentially pointing towards the zookeepers' area?

    Anyway, for now I'm going with regular sprayed letters for player guidance and the signs will be mostly decorative.

    There is a paintover on a map of the zoo near T spawn, tomm.


    Surely going with this theme of "authorised personnel only" area. There wouldn't be a directional sign anyway?

  • Squad
    • February 5, 2015 at 3:32 PM
    • #240

    Just an idea


    [Blocked Image: http://i.imgur.com/7mErKHG.jpg]

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Why is data science needed

    shilpa
    July 17, 2026 at 12:39 PM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 6 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™