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[CS:GO][WIP] Sluis

  • Ties
  • March 29, 2018 at 11:00 AM
  • Ties
    • March 29, 2018 at 11:00 AM
    • #1

    Sluis (pronounced sluice in English) is a bomb defusal map at a coastal town in the Netherlands.

    http://steamcommunity.com/sharedfiles/fi…/?id=1297078841

    It is inspired by inland waterways, the beach and cute Dutch towns. To get a feeling what I'm going for here is a moodboard (got a lot more images, but gives a nice impression):

    Spoiler

    As this is my first map, it's all very early in development and I'm doing it in baby steps (as you can see in the changelog on the steam workshop and the gif below).

    Spoiler

    I have shown some friends the map and tried some stuff, but I'm still unsure if the whole layout is going to work. At the moment I'm trying to make it ready for a playtest, but as it is my first map and my friends are no mappers I thought to share my work for some feedback before I submit it. So here are some more pictures:

    Spoiler


    I'm currently trying to make the balcony area in mid better and doing some clipping.

  • Serialmapper
    • March 30, 2018 at 9:04 AM
    • #2
    Quote from Ties

    22 hours ago, Ties said: this is my first map

    In Hammer? i am asking because it doesn't look like what usually beginners do in terms of geometry quality.

  • Ties
    • March 30, 2018 at 9:28 AM
    • #3

    @SerialmapperMy first map in general

    I watched all TopHattWaffle's bootcamp video's. Made a plan (above) in Photoshop, collected images along the way for visualisation, blocked it out (alongside TopHatt's vids), found out that off grids sucks, blocked it out again and iterated from there. I'm a bit of a dreamer with a background in industrial design, so this was right up my street. While designing/dreaming/building, I lurked a lot in the source engine discord that was also helpfull.

    I've also been playing counter strike on and off for a while now... guess that also helps

  • Ties
    • April 6, 2018 at 12:09 PM
    • #4

    So I did my first playtest last week, it was brutal not gonna lie, but i want to thank everyone for participating and being honest. There is a lot to improve, that is for sure.

    The feedback I found:

    - Way to hard for CT's to hold mid and A - Angles are too long - Upper fort is OP - Tree sucks **** - Too little cover for CT's, too many angles to hold - There is a spot where you can hold mid, A and B which sucks - The ladders at CT suck **** - Too open or too cluttered, never the right amount - No fancy radar + The rotate times weren't that bad

    If I missed somethings please let me know. I'm back to the drawingboard :)

  • blackdog
    • April 7, 2018 at 11:56 PM
    • #5

    Yeah from the top down my concern is that the map looks way too open, which is a pain for gameplay and performance.

    But as others said, is a bold first start, impressive achievement for first builds and in the end promising!

    Looking forward to see more

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