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[CS:GO] DE_CARGO

  • Interfearance
  • January 24, 2019 at 8:36 PM
  • Interfearance
    • January 24, 2019 at 8:36 PM
    • #1

    A slightly non-standard map that is set at the Los Angeles cargo shipping port.

    One of the bombsites will be within a gigantic Maersk cargo ship and the other will be on a container suspended from a very large cargo crane (which I have not represented yet). I am ambitious, but I want this map to be the first to get past the gray box as well as my first non standard layout idea. Right now it is really rough because I only had a few hours to work on it, but I would like to hear your feedback about the pathing and possible issues you see arising. Don't bother me too much about adding props, I'm mostly concerned about the layout. There is not even a radar yet :(

    (I also have a backup plan which is a map without a middle based on a castle by a cliff. It is inspired thematically by Piranesi and functionally by Crown)

    Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=1626108488


    Images

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  • dmu
    • January 25, 2019 at 2:17 AM
    • #2

    Ran around the map for a bit, and I've got to say, the bombsite with the hanging cargo crate is really interesting. Anyway, here is some feedback:

    1) The map is way to big, making it boring to run from place to place, on the other hand, your mid is very small, keeping you from doing anything interesting with it. I would recommend very carefully scaling everything but mid, and redesigning mid completely.

    2) Again, the bombsite with the hanging crate is interesting, but T's not being able to plant under the crate devalues their lower entrance. Why go lower when the other entrance has a height advantage and allows you to plant the bomb more quickly?

    3) As I mentioned in point 1, mid is small and boring. Just feels like a after thought passageway rather than 'mid.' I feel like coming up with a very interesting middle area is key to a maps success, so making a proper mid will greatly elevate the quality of your map.

    4) Lastly, the site on the ship, I like the idea, however it feels almost too similar to your other site, as it has an outer upper passage and an inner lower one. Overall the area around the site is way to large for proper game play, and the site itself is extremely uninteresting and boring. If you want to see ideas for how to keep the ship design but make it work with CSGO, check out the map Glace, its A site is also a large shipping ship, and works quite well for CSGO game play.

  • Interfearance
    • January 25, 2019 at 3:32 PM
    • #3
    Quote from DMU222

    13 hours ago, DMU222 said: Ran around the map for a bit, and I've got to say, the bombsite with the hanging cargo crate is really interesting. Anyway, here is some feedback:

    1) The map is way to big, making it boring to run from place to place, on the other hand, your mid is very small, keeping you from doing anything interesting with it. I would recommend very carefully scaling everything but mid, and redesigning mid completely.

    2) Again, the bombsite with the hanging crate is interesting, but T's not being able to plant under the crate devalues their lower entrance. Why go lower when the other entrance has a height advantage and allows you to plant the bomb more quickly?

    3) As I mentioned in point 1, mid is small and boring. Just feels like a after thought passageway rather than 'mid.' I feel like coming up with a very interesting middle area is key to a maps success, so making a proper mid will greatly elevate the quality of your map.

    4) Lastly, the site on the ship, I like the idea, however it feels almost too similar to your other site, as it has an outer upper passage and an inner lower one. Overall the area around the site is way to large for proper game play, and the site itself is extremely uninteresting and boring. If you want to see ideas for how to keep the ship design but make it work with CSGO, check out the map Glace, its A site is also a large shipping ship, and works quite well for CSGO game play.

    Thank you for the feedback. I feel the same way about mid and the ship site. I will also end up making B plantable on both levels because I realise that lower has little value. The fork route was a futile attempt to fix this but it won't work. Regarding the long open passages like CT to B I will definitely break them up and add details to make them feel better. Right now they are like colossal corridors. Thanks for the second opinion, I will go through with these fixes!

  • SmityHead
    • January 25, 2019 at 4:20 PM
    • #4

    Making the bombsite floating is some next level stuff! Awesome map ?

  • Interfearance
    • January 25, 2019 at 5:09 PM
    • #5
    Quote from SmityHead

    48 minutes ago, SmityHead said: Making the bombsite floating is some next level stuff! Awesome map ?

    Thank you! It was definitely what inspired me to make the whole level.

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