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[CS:GO] de_dune

  • olliivier
  • May 15, 2015 at 4:26 PM
  • olliivier
    • May 15, 2015 at 4:26 PM
    • #1

    Hi guys,


    I'm quite new to map designing and I would really appreciate some playtesting-feedback from you guys. Also, if someone wants to host it on their server to run a playtest, let me know!


    Dune is my first cs:go project on which I've been working for about a month now. I've had people tell me the map felt cramped and complicated. It as my intent to make it fast-paced and exciting, maybe I took it too far... What's your opinion?

    http://steamcommunity.com//sharedfiles/f…s/?id=433222626


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


    (minimap is not entirely up to date anymore, map became a little wider on the B-site-side)

    [Blocked Image: http://i.imgur.com/MGNmO5h.jpg]


    you can find all screenshots on the workshop page or on this imgur album:

    http://imgur.com/a/SjUvm


    Cheers you guys and thanks in advance!

    oli

  • Tensei
    • May 15, 2015 at 5:15 PM
    • #2

    Seems like you put in all the props you can find. starting dust windows which makes sense considering the theme, but militia models doesn't fit in at all

  • Muffin
    • May 15, 2015 at 7:16 PM
    • #3

    Don't go overboard on the props like Tensei said.

    Look at dust 2, they use the same crates and stuff and it looks fine.

    Also at bombsite A, there is a lot of stairs, remove those for sure, it's pointless and makes gameplay really weird, try to make paths simple and easy to follow. If it's decor, then...

    The map is good looking though. Schedule a playtest Here

    Mapcore has a huge playtesting community for cs go maps. Make sure to add clipping and makes sure the map isn't broken before submitting, ask RZL' or someone experienced to know exactly what to do.

  • olliivier
    • May 15, 2015 at 8:09 PM
    • #4
    Quote from Tensei

    Seems like you put in all the props you can find. starting dust windows which makes sense considering the theme, but militia models doesn't fit in at all


    Which militia model are you referring to?


    Quote from Muffin

    Don't go overboard on the props like Tensei said.

    Look at dust 2, they use the same crates and stuff and it looks fine.

    Also at bombsite A, there is a lot of stairs, remove those for sure, it's pointless and makes gameplay really weird, try to make paths simple and easy to follow. If it's decor, then...

    The map is good looking though. Schedule a playtest Here

    Mapcore has a huge playtesting community for cs go maps. Make sure to add clipping and makes sure the map isn't broken before submitting, ask RZL' or someone experienced to know exactly what to do.


    Never thought of the props as that much of an issue.. what props are you referring to then? Gameplay-related props or just detailling things (like facades of buildings). I'll try to look at it!

    Removing the stairs at bombsite A is not really an option. It is indeed meant as a decor, based on an Indian stepwell... Weird is not necessarily bad right? Glad you like the rest of the map though

    Also, thanks for the playtest tip, will definitely submit!

  • blackdog
    • May 15, 2015 at 8:46 PM
    • #5

    I was expecting loads of props from the comments, but it's clean enough, just some facades have a bit too many other too bare… anyway the street lamps in second shot are quite weird, especially attached to the walls instead of being proper lamp posts.

    Then last shot, windows are clearly not fitting.

    For A maybe you just need to complete the vision from your reference to make it interesting, but frankly at this point looks like you went crazy and filled with randomness. Also if it was decoration, but players can't easily move on all those stairs… and can imagine how to predict nades? I'd make just a couple of flights walkable, and like get rid of the rest like breaking them like from wear of time etc

  • olliivier
    • May 15, 2015 at 10:14 PM
    • #6
    Quote from blackdog

    I was expecting loads of props from the comments, but it's clean enough, just some facades have a bit too many other too bare… anyway the street lamps in second shot are quite weird, especially attached to the walls instead of being proper lamp posts.

    Then last shot, windows are clearly not fitting.

    For A maybe you just need to complete the vision from your reference to make it interesting, but frankly at this point looks like you went crazy and filled with randomness. Also if it was decoration, but players can't easily move on all those stairs… and can imagine how to predict nades? I'd make just a couple of flights walkable, and like get rid of the rest like breaking them like from wear of time etc


    Yes, I can see how wearing them down would benefit the gameplay. I'll definitely work on completing the vision ;) thanks!

    Agree on the last-shot windows

  • Muffin
    • May 15, 2015 at 10:53 PM
    • #7
    Quote from olliivier

    Which militia model are you referring to?

    Quote from Muffin

    Don't go overboard on the props like Tensei said.

    Look at dust 2, they use the same crates and stuff and it looks fine.

    Also at bombsite A, there is a lot of stairs, remove those for sure, it's pointless and makes gameplay really weird, try to make paths simple and easy to follow. If it's decor, then...

    The map is good looking though. Schedule a playtest Here

    Mapcore has a huge playtesting community for cs go maps. Make sure to add clipping and makes sure the map isn't broken before submitting, ask RZL' or someone experienced to know exactly what to do.

    Never thought of the props as that much of an issue.. what props are you referring to then? Gameplay-related props or just detailling things (like facades of buildings). I'll try to look at it!

    Removing the stairs at bombsite A is not really an option. It is indeed meant as a decor, based on an Indian stepwell... Weird is not necessarily bad right? Glad you like the rest of the map though

    Also, thanks for the playtest tip, will definitely submit!

    How about this: balance out the props, put good detail, and good cover, just enough to make it playable

  • Muffin
    • May 15, 2015 at 10:53 PM
    • #8

    So uh, gameplay b4 details and if the stairwell is used in movement, I would suggest removal or an unplayable area

  • dsillman2000
    • May 16, 2015 at 1:04 AM
    • #9

    When I walk through this map, I can't help but be bothered by how open such crucial parts of the map are. Important aspects are connected by the super open mid market-like area. This open form of gameplay is very head-to-head, quick-death, and dare I say, CoD-esque type gameplay. I would recommend separating the sides of the map a bit more clearly and cleanly by making edits to the mid area and such.


    Thanks,

    D.S.

  • Tensei
    • May 16, 2015 at 9:28 AM
    • #10
    Quote from olliivier

    Which militia model are you referring to?

    Kinda this one http://i.imgur.com/ufIx93x.jpg

  • Vaya
    • May 22, 2015 at 9:13 AM
    • #11
    • You need to lock players into a limited number of routes. During the playtest it was very easy to get onto the rooftops and destroy any pathing/chokes you had designed. I think of all the 40 rounds we played (we played the map twice) only a couple times I met people at ground level. use clips and player clips to stop players reaching unintended spaces (they are basically invisible brushes that create invisible walls.
    • A site is weird. I mean...REALLY weird. I would remove the lowest elevation and the 1 million stairs. Rebuild the site as some more simple to begin with.
    • The ground level of the map (when it was used) seemed very tight and busy in places. Widen the main playing areas and raise the ceilings.
    • theres a custom texture thats incorrectly packed. it was black in the playtest

    I think if you review the map in concern to the first 3 points it will improve it a lot. A good place to start.

  • Vaya
    • May 22, 2015 at 9:18 AM
    • #12

    Oh and if you don't want people standing on window ledges etc make sure to turn collisions off in the props options.

  • jackophant
    • May 22, 2015 at 9:57 AM
    • #13

    I think we could have had benny hill's, yakety sax playing all through the playtest with the number of routes. Ts chasing CTs this way, CTs chasing Ts that way. The number of times I was shot in the back was pretty annoying.

    Another thing, some of the walls you use are too thin. This means that they thin enough to be shot through despite being a brick/concrete texture, and guns and body parts clip through the wall making it even easier to shoot through said surfaces.

    reiterating what vaya said, bombsite A's escher-esque build was not very conducive to the flow of the map.

  • olliivier
    • May 23, 2015 at 6:29 PM
    • #14

    Alright, thank you guys for playtesting. A shame I couldn't find the playtest at the time cause I would've liked to have joined in.

    I'll definitely follow through on the feedback and will make a new post in a later stage for you guys to evaluate ;)

    Cheers!

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