Looking forward to the next playtest, hopefully you'd make one ![]()
Posts by Niller^.-
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This feedback is only based on what I've seen in the video (or pictures) you linked above (I have not played the map myself):
First of your map seems to be out of scale in most places, this might be on purpose and work out when textured, yet I think most places isn't, feel free to correct me if I'm wrong. Examples of this based on the video is:
- 0:15 the middel (then agian this might be because it feels so empty).
- 0:25 indoors. The stairway looks cool, yet it reminds me of when you only scale a picture on width or height (in this case height).
Based on the overview of the layout above (the first picture provided) I would say that the map could have potential (but who am I to jugde). I think you should try and add some more to the map. Add cover places, make the chokepoints a bit more interesting etc.. In conclusion give the map a little more work, on how you hope to make it look. When this is done, try to get a spot for a playtest, so you can get more people to give you feedback, and get the map testet. One thing is theory, another one is practice.
Hope it helped

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Quote from El Moroes
Any feedbacks on de_highlands ?
3Dnj told me that the server wasn't empty so...

I like the new design, really improved the overall gameplay, we even got to use B-site this time

The only thing I currently think could be improved is the underground pass from T-spawn into the mid of the map. It seems that the terrorists get to the chokepoint (entrance to mid) 2-4 seconds too fast. At the moment they are able to counter the CT's entrance, where CT only got a single doorway to get out from, which makes it that harder for CT's to cover the right side of the map.
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Feedback for de_medieval:
First of all the map feels like a maze, in a bad way. There is simply too many path-ways for my taste (and they are often very weirdly shaped (like the big U-turn you have to make as T to get into A from spawn), which also makes it more confusing), it's hard for CT to cover anything because of this.
You should also do something about B, it's very T-friendly, if a T spawns correctly he can possibly get to snipe CT's before they even get into the site, and this is even the only road for CT, I like that one could possible use the middle to get into covering B from above, but I don't think the timing is that good at all, and they are at risk of getting shot from T's entrance into middel. To help making B more CT-friendly, you could make windows on both sides of the brigde (which T's go under to get into B), and then remove the other window there is. This would make a decent spot for a CT, which should be accompanied by CT's getting a little bit faster into B without the risk of getting shot on the way (assuming they use the standard right-path for this). Also the upper-part which T can use to get into B-site feels a bit clumsy, but maybe it will help when it gets textured.
I really like the idea of the marked, yet in my experience it feels as there are too much "stuff" blocking my view and bullets when I'm shooting, which is mostly in the favor of the T's when they are using middel to get into A from the ground. (As a site note, I think this way into A-site is proberly too good for T's since it's very close to T-spawn and the most of CT's view is as said blocked, and a smoke could make this even worse for CT).
As a smaller conclusion I would say that you should look at balancing of this map, since I find that it's stronly T-sided, and work on the path-ways (yet a part of this might be helped when more of the map gets textured and in this progress possibly renewed). T's are simply given way much more options than CT.
Hope this was of use to you, if you got any questions regarding this feel free to contact me

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First of I would like to point out that I'm new here, so if there's some kind of code to follow of some sort for this, I would like to apologize in advance if doing it wrong. One thing I do know is, that if it was my maps, I would definitely want some feedback, so I will try to provide that to you guys. I hope my feedback is clear enough, or feel free to contact me if needed.
Highland:
Yet I only got to play the last 10 minute, I've enjoyed them. It's a fun "smal" map, I also dig the layout, yet I feel that T needs more options. It feels as they only have left and right, where left leads to middle and right to a and b, where the right side can be covered as being one path, if the CT's cover it well enough (assuming both teams are equally matched), which makes up to only two chokepoints in my experience, but maybe that's just me.
I think that the right side could be more interesting if the "brigde" had it's view blocked on the top, at the side closest to A-site(only this side of the brigde(or maybe both)), this should also remove CT's way up there, which could be moved more to the right(from T's view or totally removed), to make up for possibly removing the way up, you could add a door in the house between A-site and the brigde, which would lead up to the top floor of the house, this would also solve another possible problem I think might appear in a competetive match. If it's a 1 vs 1 in the end, and T gets to plant for window, and some how manages to get up there before the CT arrives at the site, the T stands with a great advantage, since it's a long run to get up there from A-site for the CT to kill him by a fair chance. I'm not saying that this necessarily is a bad thing, but something to keep in mind.
All this is just observations from playing the map for 10 min, so they might not be "correct", but it may give you something to work with, nevertheless, I've enjoyed playing it.
Mass:
To be honest, I didn't enjoy the gameplay of this map as much on its current state, but this goes not without saying, that I do think the map has potential.
First of all I think the underground should be completely removed, it feels very small and gives too much of an advantace to CT, since the T's got around 5 points to cover when indcluding the underground. For the hostages I think you should move one of them up to the next room (closer to CT spawn) to give a different approach for CT (assuming they can't use the undergrounds), by doing this you should proberly also close one of the openings of the two sides, in my opinion. In length of this also adapt the middle path (the one you could jump up onto from the middle of the room) to go into both rooms, to be some sort of a "joker" so that you got two main path and the middle which splits into each of the main paths.
The path which CT's can take into the outside part of the map (at the bottom of the map), I would personally make the fence higher (the one with the entrance they go through), so that they can't stand on it, or the fence behind it, it simply gives T's too much place to "cover" in its current state.
Agian I would like to point out that even though you guys might not share my point of view, I'm just tossing out my observation, and it's completely up to you, if you want to use them and if so, how.
Hope all this was helpfull
