I'm thinking of a map set in a submarine.
Could be either defusal or hostage.
I'm thinking of a map set in a submarine.
Could be either defusal or hostage.
may be a little complex. Try to cut unnessesary routes.
Try not to overindulge in narrow corridors. They aren't typically very good in gameplay. After you've cut down what paths you're still using and simplified the map, stretch out all of the halls and give them some unique aspects.
Removed T catwalk as it was unnecessary and basically one way. You'd have to go through T spawn to rotate. So I decided to cut it out, both for gameplay and simplicity.
Widened some corridors, but a few more still need to be widened.
Bombsite B Concept: "Engine 1" (There is 2 just for logic. Second one not shown on map though.)
Cool idea, but like Wintrius said, corridors are way too narrow. Try to widen them up a bit
More props added and improvements. Also first workshop release: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163
Workshop update: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163
Changes:
More props and cover added. Replaced all lights with red, much like a real submarine in deep waters. Not too red though, as we still need to see where to shoot.
Also, two details at both spawns. Ts have an emergency minisub, and CTs have an armory.
Created an album: https://imgur.com/gallery/Ste4lKu and scheduled a playtest.
Changes:
Added More Props.
Added an extra route at A so there's more freedom in rushing/retreating.
Shifted a few places around and widened a corridor.
Play the Updated version here: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163
Make rooms, not corridors. There's no negative space for players to set up executes.
This is gonna be fun. I love tight corridors with no space, no cover and long sightlines. This map is pretty unique as it shifts away from the typical standard corridor maps we see a lot now days.
This is not how you should make a map. a Map, with corridors is not fun. You need to make the walls, not the paths. And it looks VERY claustrophobic. It's not going to be fun. You should start over.
(And replacing all lights with red, is not a good idea. It just hurts, for your eyes.)
So it seems the only person in the last 3 that gives proper feedback is JackT.
I can easily twist everything around because it's a greybox. "Just start over" would only work if I detailed and shipped the map as it is. So I'm going to do what JackT said and add rooms, with less corridors.
As for that funny joke, the corridors have plenty of cover and some isn''t visible on the minimap because you need to jump over a crate or whatever.
Please give actual constructive criticism, not just a "start over" please and thank you.
Ok, I'm gonna give you my two cents. If you want to take my advice, fine, if not, also fine. But please consider that multiple people have pointed out several issues and some have even made fun of some design decisions. I know that's not constructive at all, but it's a sign that something is not quite right.
Starting with the theme, I think the biggest issue is that this doesn't look like a submarine at all. We know how a submarine looks. We've seen the interiors a bunch of times in films and other games. This does not look like a submarine interior. If you're using the submarine from The New Colossus as a reference... don't. Counter-Strike is based around the present generally. It's alright to have some sci-fi elements here and there, but I think this is too much of a far stretch. If you want to keep the theme of having something underwater, just say it's an underwater base. At least that is more plausible.
As for the layout, I would also recommend to start over. I know you can't see why, but it's just littered with bad design decisions and no consideration for the way the game plays. I urge you to read this:
Good luck!
Considering the feedback, to keep the name/theme you could have the game play around a submarine. Maybe this is a secret base, possibly underwater or partly underwater where the government is building a submarine. You could have the bombsites built around the idea they are different labs/workshops, so for eg one site they are assembling the (nuclear) engine, the other the front but where they have the launch system (so the whole base could be blown up because you are destroying the torpedos).
This would help you in creating a layout that feels grounded, as to assemble these parts the workshops need to be pretty much lined up with a logic that would make easy to assemble the front-main hull-tail. Could be a sequential assemble, so workshops are lined up, or maybe stacked, with the idea that certain parts would be lifted/lowered into another workshop.
Or change theme completely and build something like this underwater restaurant.
https://www.independent.co.uk/travel/news-an…s-a8833366.html
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