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[CS:GO] de_market

  • Gooby
  • September 7, 2014 at 9:35 AM
  • Gooby
    • September 7, 2014 at 9:35 AM
    • #1

    I've been working on this map (my first one) for a long time and have uploaded it to other sites and got nice feedback from there but only just now found this one ( someone on my map's reddit post asked me to join this place).


    [Blocked Image: http://i.imgur.com/jvybt65.jpg]


    Latest overview: http://imgur.com/efprnuF

    Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=270442295


    So yeah.. need feedback and suggestions on it.

  • ShockaPop
    • September 8, 2014 at 6:10 AM
    • #2

    Any overview screenshot of the layout?

  • Gooby
    • September 8, 2014 at 10:41 AM
    • #3

    im not home right now so cant upload it, but you can go play the map and see the radar

  • Gooby
    • September 8, 2014 at 1:58 PM
    • #4

    http://imgur.com/9ezWIGF


    Here you go.

  • El_Exodus
    • September 8, 2014 at 5:10 PM
    • #5
    Quote from austinweiss13

    Just to let you know the map icons aren't supposed to be added in the image, the radar txt file tells them where to appear.

    But we're on Mapcore right now and not ingame

  • Gooby
    • September 8, 2014 at 5:41 PM
    • #6

    ............................................................................seriously? ..............of all things, you pointed out the icons? wow, just wow xD

    I was more looking forward to hearing about the map itself :/


    But then again how do I make the txt file place the icons?

  • El_Exodus
    • September 8, 2014 at 5:45 PM
    • #7

    Layout looks like AWP=OP. But a playtest will show, if i'm wrong or not.

  • Gooby
    • September 8, 2014 at 5:49 PM
    • #8

    ahaha.... I heard that many times already It used to be much worse than this, but apparently still not enough..


    Another thing I realized is that there is like minimal cover in the streets so reloading will just make you die lol

  • Gooby
    • September 8, 2014 at 6:05 PM
    • #9

    I'll be on my (listen) server for some time now so if you want to join and give feedback please come connect 88.195.23.239

  • Gooby
    • September 8, 2014 at 6:14 PM
    • #10
    Quote from austinweiss13

    The icon placement is in the same file as your radar alignment. For icons you just need to get the x,y for the position of each icon, but it has to be from 0 to 1. The best way to do this is to just make a map copy that is 100x100 pixels and then find each x,y and divide the numbers by 100. It sounds a lot more complicated than what it really is. So if an icon is supposed to be at x128, y128 on the map then in the file it should be x "12.5", y "12.5".

    1.28 and 1.28 you mean?

  • jackophant
    • September 9, 2014 at 1:47 PM
    • #11
    Quote from austinweiss13

    Nope, I'm talking once the image is 100x100 so the numbers are a little different. For instance on your map the T spawn icon would be x".27", y".35". The position of the icon on the full size (1024x1024) image was x284, y364. I guess what I'm doing isn't really helping, just confusing you. Once you're at a stage to add the icons just let me know and I can do it for you.


    Could shed some light on this for me? I'm intrigued... Where do you put the coordinates and in what format? <mapname>.txt?

  • jackophant
    • September 9, 2014 at 9:40 PM
    • #12
    Quote from austinweiss13

    The coordinates go in the same file as the one with the radar information. For instance here is mine below. I was messing around with it a bit yesterday and realized the best way to find the coordinates is to open your map image and then place your the pixel you want the icon to be above. Then just get the pixel coordinates and divide the number by 1024. For instance my CT spawn was at 163, 512 on my map image, so I divided the coordinates by 1024 which made it 0.16, 0.50.


    ah brilliant and that will place the bomb and spawn icons on the map as the level loads?

  • jackophant
    • September 10, 2014 at 9:50 AM
    • #13
    Quote from austinweiss13

    yep


    thanks

  • Niller^.-
    • September 10, 2014 at 12:41 PM
    • #14

    Hey Gooby, here's some feedback based on the playtest


    - I really like B. Good use of heights and with interesting ways into it. The B site itself (the place where you actually plant the bomb) could maybe use some more cover options. A statue in the middle perhaps?

    - A is rather boring compared to what you deliver, layout-wise, on B. I found myself to be at B most of the time, simply because it was more interesting and overall fun.


    Good luck with the map

  • Gooby
    • September 10, 2014 at 1:58 PM
    • #15
    Quote from Niller^.-

    Hey Gooby, here's some feedback based on the playtest


    - I really like B. Good use of heights and with interesting ways into it. The B site itself (the place where you actually plant the bomb) could maybe use some more cover options. A statue in the middle perhaps?

    - A is rather boring compared to what you deliver, layout-wise, on B. I found myself to be at B most of the time, simply because it was more interesting and overall fun.


    Good luck with the map

    Display More


    Thanks for telling me this

    I've got a lot of positive feedback on B site, even before reworking the site ( it used to be very flat). After the playtest yesterday we stayed on the server with like 4 people and tried to come up with changes to B site. One was, like you said, a statue. But instead I'll try to make a waterfall that would block one of the corners.


    About A: Yeah it lacks heights, except the whole site was brought up a bit but this didn't seem to add enough variation :/


    Based on the playtest, the layout is going to change a bit, as I'm going to try to remove some paths and "merge" two paths at T spawn.

  • jackophant
    • September 10, 2014 at 2:01 PM
    • #16

    It seemed like a fun map! Shame it wasn't the version you thought it was. I have a couple of things to say:


    - As great fun as throwing myself at the hurt triggers was, I would probably lower the damage to avoid the excessive ragdolling (maybe mimic HL2 where you lose health fairly rapidly while submerged?)

    - Lower the trigger to water level and extend it as far backwards as necessary so people are unable to get behind it

    - Some of the paths meander more than necessary, and other times have long sight lines

    - Remove the "apartments" interior mid path

    - Make B walls thicker and add wall bangable wooden planks at certain points (or something... like connector/stairs on mirage)

    - Remove/change B camp spot in corner behind wall and add general site cover

    - expand the size of the X on B to and position it in the middle of the site (right now it feels like you have to plant in the corner)


    I don't think the number of paths you have is a problem, it's more the way that they all connect. I found that I always had a million places to check, especially on rotation to bomb plant.


    I do really suggest looking at some architecture as well as it helps the map feel more grounded and real. It might seem like a nitpick but it definitely helps. Focus on gameplay for now, but please bear it in mind!


    I definitely see some potential in it, I had great fun, like Niller, B was very intriguing!

  • Gooby
    • September 10, 2014 at 3:57 PM
    • #17

    Alright then Time to take a nap and start mapping after that.

  • Gooby
    • October 4, 2014 at 5:58 PM
    • #18

    So here's some pics of the updated version of the map:


    http://imgur.com/a/Jy1M4#0


    Overview: http://imgur.com/QlvGYb3

  • Parkcityfan
    • October 5, 2014 at 2:52 AM
    • #19

    Wow this has really improved since I last saw it. Good Work.

  • Gooby
    • October 5, 2014 at 4:42 AM
    • #20
    Quote from Parkcityfan

    Wow this has really improved since I last saw it. Good Work.


    Thank you!

    But is there anything you would change? Anything that looks "off" or just straight out bad? I'm asking this because I don't really know what to do next..

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