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[WIP][CSGO] de_trusk

  • P4NIK.
  • March 3, 2016 at 6:35 PM
  • P4NIK.
    • March 3, 2016 at 6:35 PM
    • #1

    Hello everyone,

    this is my first map called de_trusk which is currently in alpha state. As I just recently started mapping I did alot of mistakes yet and I hope you dont judge by it's graphics yet (but feedback is welcome in any way). I just wanna improve and get feedback from more experienced people.


    Workshop Link: http://steamcommunity.com/sharedfiles/fi…s/?id=630728295


    Here is a overview of the map:


    Some screenshots to see ingame graphics:

    Quote

    Terror Spawn:

    Bombsite B:

    Mid from T perspective:

    Mid from CT perspective:

    Bombsite A:

    CT Spawn:

    CT Spawn to B:

    Display More
  • Klassic
    • March 3, 2016 at 6:38 PM
    • #2

    Seems to be fairly blocky still...

  • P4NIK.
    • March 3, 2016 at 6:45 PM
    • #3
    Quote from Klassic

    Seems to be fairly blocky still...

    I know, I will change this as I progress, but my main goal is to make it playable first :) I'm still a newb at Hammer Editor

  • Klassic
    • March 3, 2016 at 7:49 PM
    • #4

    Well i think you should try to make an aim map or jailbreak map first since they seem to be easier.

  • P4NIK.
    • March 6, 2016 at 11:22 AM
    • #5
    Quote from Klassic

    Well i think you should try to make an aim map or jailbreak map first since they seem to be easier.

    Well, yes I could do that but what I really enjoy about mapping is making a competitive map :) I cant imagine having that much fun with a jail or aim map as I dont enjoy playing both of them anyway.

    My first map is for learning. All I want now is constructive critisism and I was hoping to get it here.

  • Klassic
    • March 6, 2016 at 12:08 PM
    • #6
    Quote from P4NIK.

    Well, yes I could do that but what I really enjoy about mapping is making a competitive map :) I cant imagine having that much fun with a jail or aim map as I dont enjoy playing both of them anyway.

    My first map is for learning. All I want now is constructive critisism and I was hoping to get it here.

    Well I think you did a great job on your first map. The layout seems a bit straight forward. Try experimenting with the layout more, look at cobblestone or overpass! Not trying to push you but still...

  • Logic
    • March 7, 2016 at 12:52 PM
    • #7

    Do continue on this map. Aim maps aren't a good way of learning what plays well in a competitive environment.

    I think most people would look at your map and think that the angles and geometry looks rather dull. Long lines of sites are fine if the detail is still there, but the route from T to B is just a straight line without any interesting features. I'm not saying every line of sight should be as curvy as Short on D2, but the space needs to look and feel right. Also, avoid stairs(/ramps) that steep (referencing the one in T-spawn).

    I think you will get the hang of things if you work on the map. Keep it up

  • P4NIK.
    • March 12, 2016 at 12:49 PM
    • #8
    Quote from Logic

    Do continue on this map. Aim maps aren't a good way of learning what plays well in a competitive environment.

    I think most people would look at your map and think that the angles and geometry looks rather dull. Long lines of sites are fine if the detail is still there, but the route from T to B is just a straight line without any interesting features. I'm not saying every line of sight should be as curvy as Short on D2, but the space needs to look and feel right. Also, avoid stairs(/ramps) that steep (referencing the one in T-spawn).

    I think you will get the hang of things if you work on the map. Keep it up

    Thanks, I completely redid B long (the path you mentioned) as I wasnt pleased with it anyway :) But I'm not sure, I dont see how I could avoid the stair/ramp thing, at least in this map. The height is a part of the map, I didnt wanted it to be too flat :) But I replaced most ramps with stairs now so it's at least visually appealing.

  • Smileytopin
    • March 12, 2016 at 1:02 PM
    • #9

    With stairs, try making your stairs have a slope of less 1/2 or lower. For example, if you have a staircase or ramp that goes up 128 units, make it at least 256 units long to prevent awkward steep slopes.


    http://tf2maps.net/threads/article-stairs-and-your-map.8827/ is about tf2, but it covers the basics with stairs - how to use them, make them, and their shape/dimensions.

  • P4NIK.
    • March 12, 2016 at 1:29 PM
    • #10
    Quote from Smileytopin

    With stairs, try making your stairs have a slope of less 1/2 or lower. For example, if you have a staircase or ramp that goes up 128 units, make it at least 256 units long to prevent awkward steep slopes.


    http://tf2maps.net/threads/article-stairs-and-your-map.8827/ is about tf2, but it covers the basics with stairs - how to use them, make them, and their shape/dimensions.

    I looked it up and took each stair to a height of 8 and a length of 12, someone stated it's the "official Valve scale" for stairs. But thanks for your link, it's quite helpful

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