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

[WIP] De_Storage

  • DogeMaster
  • May 8, 2016 at 6:06 PM
  • DogeMaster
    • May 8, 2016 at 6:06 PM
    • #1

    Hello, this is my second map, I'm looking for feedback and suggestions to make the map better :)

    Link : http://steamcommunity.com/sharedfiles/fi…s/?id=673387808

    Currently working on : gamez7's suggestion

    BOMBSITE A

    BOMBSITE B [CURRENT]


  • JSadones
    • May 8, 2016 at 7:37 PM
    • #2

    Can you mark the bombsites and spawns on your overview ?

    Other than that, work on your lighting, some places are too dark. And concider using the gray dev textures so not everything is ugly orange.

  • rosk
    • May 8, 2016 at 8:01 PM
    • #3

    Bombsite B looks a bit too open for a bombsite. You should add some props to it for cover for T's planting. What I would suggest is to add bombsite markers and lines on the floor also.

  • DogeMaster
    • May 9, 2016 at 3:26 PM
    • #4
    Quote from JSadones

    19 hours ago, JSadones said: Can you mark the bombsites and spawns on your overview ?

    Other than that, work on your lighting, some places are too dark. And concider using the gray dev textures so not everything is ugly orange.

    Thanks for the feedback, I have changed the orange texture into grey ones, and I'm currently working on fixing the lighting!

  • gamez7
    • May 9, 2016 at 6:23 PM
    • #5

    This is a great start, but I'd like to give some feedback after checking out the map:

    • CTs get to Bombsite A too quickly. It takes 7 seconds for CT to rush to A, and 13 seconds for T. I would recommend raising the time for CTs to get there to about 10 seconds.
    • Both teams get to Bombsite B fairly quickly as well, with CTs taking 8 seconds and Ts taking 9. You should increase both team's times to get to this bombsite
    • Bombsite B, and to a lesser extent, Bombsite A, are very small. You should make them larger.
    • Many of the hallways are way too narrow. You can keep some hallways like this, but most should be a lot wider. Use cs_office as a reference for about how wide the hallways should be and I think that will make the map feel less cramped.
    • In Ladder room, use a ladder prop rather than a ladder made of brushes. It will look much more realistic and you can always change the model later.
    • The dropdown on the CT side of Tunnel is very random. You can crouch jump on top of it, so it is pretty pointless. If you want to keep it you should raise the height, but I recommend removing it altogether as it doesn't look realistic.

    Overall the map is a bit too small and feels closed in and claustrophobic, but if you implement most of the suggested changes then I think it will be larger and feel a lot more open. :)

  • DogeMaster
    • May 9, 2016 at 8:52 PM
    • #6
    Quote from rosk

    On 2016. 05. 08. at 9:01 PM, rosk said: Bombsite B looks a bit too open for a bombsite. You should add some props to it for cover for T's planting. What I would suggest is to add bombsite markers and lines on the floor also.

    Thanks for the feedback, I have changed Bombsite B since then added your suggestions!

  • Logic
    • May 16, 2016 at 6:32 AM
    • #7

    I believe that most players thought that the map was very claustrophobic and "flanky". Here are some of my thoughts.

    • The corridor behind A shouldn't have a one way dropdown for CT's. Pushing that lane as a T is totally worthless as it is today. It's also very narrow which makes it awkward to fight in.
    • I would try to remove the ladder/ladder-room since it's very awkward to push.
    • The timings to B are way off! T's get there before CT's. But, if CT's were to get there earlier T's can only push from one very narrow entrance. The timing and layout needs fine tuning.
    • B-site suffers from a ton of awkward angles where the teams spot enemies feet before an engagement. Try to limit the vertical elements a bit and make the entire area larger.
    • Try to open things up in general. Storage warehouses aren't usually this cramped and has much higher ceilings. Image that a forklift will need to get through these entrances.

    Good luck on future endeavors! :) Logic out!

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. Any of the old guard still around? D:

    Thrik
    September 28, 2026 at 7:26 PM
  2. (HLDM) dm_warehouse

    The_Invader79
    September 20, 2026 at 11:44 AM
  3. [CS:GO][WiP] cs_opera

    leplubodeslapin
    September 17, 2026 at 8:50 AM
  4. Building a Huge Library of Free Images for Everyone

    Thrik
    September 7, 2026 at 10:09 PM
  5. POLYSTRIKE - Finally Announced After Years of Development!

    Mocherad
    August 23, 2026 at 7:56 AM
  6. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  7. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  8. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  9. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM

Users Viewing This Thread

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