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(CSGO) de_Depot

  • Den!ed
  • April 8, 2015 at 9:54 AM
  • Den!ed
    • April 8, 2015 at 9:54 AM
    • #1

    This map is WIP it is also my first attempt at a defusal map and my first post . Some feedback and constructive criticism would be great. The map also needs to be detailed and playtested.


    The workshop link and screenshots can be found here: http://steamcommunity.com/sharedfiles/fi…s/?id=421591337

  • Vaya
    • April 8, 2015 at 10:26 AM
    • #2

    try the first link again

  • Den!ed
    • April 8, 2015 at 10:44 AM
    • #3

    dammit i screwed up the link, screenshots can be found in the workshop link then

  • Den!ed
    • April 12, 2015 at 10:12 AM
    • #4

    can some one please give some feedback?

  • Vaya
    • April 12, 2015 at 12:30 PM
    • #5

    The layout seems quite broken:


    -There's a ladder near B that literally takes you out of the map. I thought it was a glitch so I tried it again- nope!- you've literally got a ladder that takes you out of the map. Use clip brushes to keep players corralled in the designed area.


    -you have very long sightlines. Unless you want it to be an AIM_AWP map you might want to spilt some of your corridors. Add some variation and create new angles.


    - Seemingly random cover, only on the bombsites though. Too much cover on the bombsites, not enough everywhere else.


    - Mid is quite boring- two paths with a join in the middle. Not only that it's almost impossible to smoke off one of these paths due to it being pretty much exactly the width of a popped smoke grenade- if you're one iota off the centre with a smoke the CT/T side will be able to see you through the edge. This map would probably end up incredibly Tsided too due to the ability for them to 'divide and conquer' via mid.


    - Doors are random heights. Use one of the doorframe props to make them more consistent.


    -Microleaks everywhere. Are you working offgrid? you need to use brushes to the power of 2 or you're going to have a bad time later on. You should look at optimising what you have now as it'll reveal a lot of things you've missed *cough* func_detail *cough* *cough* nodraw *cough*

  • Den!ed
    • April 12, 2015 at 11:50 PM
    • #6

    Yeah i need to work on the bugs in the map and the sightlines. Thanks for your feedback i'll be sure to add more cover in.

  • Vaya
    • April 15, 2015 at 12:16 PM
    • #7

    Post an update when you get a chance

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